In this quick Blender 2.5 video tip we look at how to create a basic 360 degree turntable for showing off a model. The technique we use is based on a rotated empty that the camera is pointed at. The tip also shows how to make the animation cycle.
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Hey there:)
Nice video tip: however i noticed something
If u were to loop that turntable animation, like playing it back repeatedly one will notice a sudden jump in frames whenever it crosses the hundred frames. The reason for this is that frame 1 and 100 are exactly the same since the whole model rotated around 360degrees.
For this 100 frame animation each frame represents 3.6degree turn, either only rotate it 360-3.6 degrees or just render out fewer frames so the animation runs smoothly and doesnt stop/ jump at the last/first frame.
I think the rule of thumb is dividing the rotation by the number of frames desired. The result gives u the rotation factor per frame wich allows for precise adjustment of the keyframes.
Blender allows for maths in fields so u can leave the numbercrunching to the computer
great! i always track my camera to an empty, but forget the benefits of parenting it to the empty, as well. thank you!
Thanks for another great tuori. Looking forward to this years list. Hopefully more like the dragon one : D
Hey Ben, Sure and if you guys would like to see something on a specific topic. Please drop us a note using the support tab to the right or send an e-mail to support@cgcookie.zendesk.com
Cheers, – W
Good tip for people who haven’t tried out turntable animations.
Nixon (above) raises a very important point for continuously looping animations which the video does not cover:
The first frame and the last frame are identical and hence when playing in a loop there will be pause (extremely short, but present nonetheless).
His solution is good and is correct but I have an easier method to do exactly the same without resorting to calculating anything (let blender work it out for you):
Let us assume your animation is 100 frames long and the first frame is 1. You set the last keyframe (360 rotation) not on frame 100, but frame 101. Essentially, set the last keyframe to be at 1+reallylastframe; et voila!
Happy … turntabling?
BRILLIANT!! Thank you & sweaty hugs!!
Oh wait. That works great for 100 frame anims. I just tried it w/ a 120-fram anim and you get a jump.
I guess it’s all relative to the anim length so you have to do a bit of (mostly painless) math to figure it out. It’d be kewl of Blender could help us with this??
This formula will work for ya…
(360) / (number of frames) = x
rotation value of last frame = (360 – x)
I-key to re-set keyframe rotation
thx great tutorial
nice tut as always jonathan, i had a question about the model did u model the hair the same way you did in the kara series, i realy like how it looks and was just curious
hair is one of my weakest subjects
Thanks for the tip. Gotta remember empties when I’m trying to solve problems. I did notice that the light traveled with the camera, but it was not mentioned in the video. Did it get parented to the camera (or the empty)? If the light is moving with the camera, there’s no visible difference to leaving the camera and light(s) stationary and rotating the model 360.
I agree with Ponyhome. Why can’t we just rotate the model 360degrees? If you rotate the camera the backdrop is going to disappear at some point, no?
Just render frame 1 thru 99 and it’ll be seemless.
Tuyet voi do . Sau nay tui co y dinh mo cong ty to chuc su kien se phai hoc tap thoi .Co gi sau nay lien he minh cong tac nhe .
Nice tip. My only problem when I try to save a animation it always playbacks jumpy I dont get it. No matter if its 24 30 or 50 fps. I tried diff resolutions and still same jumpy on playback. It plays back on blender fine but when I try to use media player it looks bad. Any tips?