Hello Guy
One other thing...
When you make a cyclic animation, of something rotating, revolving, etc.; then you normally have the 1st and last frame alike, when setting up the anim. This is a mistake.
There are several ways around it.
My favorite way is to just give Blender one extra frame for where I put the Keyframe. So, if I have 59 frames that I want, I just have to go to the 60th frame for the Keyframe and make whatever is spinning or revolving to 360°. Since the animation only goes to 59, it makes the perfect step back to the 1st frame to make the 360°. When you do it this way, changing things all around still leaves it working. If you do the calculated method, ie. 360° / 60 frames = 6°/frame. So at the 59th frame, you could put 354° and accomplish the same thing as the +1 method. But why do the math and why have to redo it if you change the length of the anim?
If you're using another program to assemble frames into an anim, then it's a moot point. You can just set the 360° for the correct number of frames + 1 and then omit the last rendered image from the anim build.
Hope this helps!
James
Version 2
time to go back to the tutorials for something new...
Guy -
I love these tools
I like that and I learned a lot from James' replies!
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Very cool Guy, I like that. Glad you reworked it, much better now.
Larry a.k.a wizard509
Never give up. You will never fail, but you may find a lot of ways that don't work.
That looks very nice. I like it a lot!
Way to go, Guy
James
Thanks Frances, Larry and James for the encouragement
Guy -
I love these tools
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