I'm not sure if something is broken, but I've used KeyShot Path Animations for a long time now, and in KeyShot 11 it seems to be broken or not working correctly.
Attaching a video of the issue so you can better see what I'm speaking of. I tried also in a new scene with a cube and had same issues.
Not sure how to describe it, but the path that's created isn't close to what it should be (I think) and then when I start moving the camera in the geometry view, things really mess up.
This is a big issue for me, as I'm in the process of needing this feature to work at the moment.
Thanks Erik. I wanted to attach one more video I recorded yesterday showing another issue or two regarding camera path animations in KeyShot 11. If you look at the geometry view, the control points aren't behaving correctly and it looks like there's another artifact when the path is created.
Hi Erik, it would appear my camera target is being changed every time I re-launch KeyShot 11. This is pretty unfortunate. Some camera animations are dependent upon the camera target, such as an inclination animation or path animation. It seems like even after updating and saving said camera position, a re-start of that KeyShot file reveals the camera target has changed.
This is really, really bad for those of us relying on KeyShot for animations. I hope this can be resolved well before the next KeyShot update.
I received a KeyShot 11.1 build download link. I assume it's related to this issue. While it seems like the camera target is not moving, the camera path control points are 100% not correct. You can see the geometry view struggling to show the correct camera path, and then when you accept close the camera path dialogue. The actual positioning of the points are wrong. I've attached a video of this behavior.
The good news is that the camera target seems to be saved between KeyShot sessions, so that part of this issue seems to be resolved.
I'm resurrecting this thread a bit, but the camera path issue is still a problem.
It would be ideal to adjust camera pathing with a Bezier spline and make an artificial camera target that can either be static or also be controlled with a Bezier spline.
Annnd we need a camera path speed, same control system as the fade in/out ya?
Not mentioned in this thread; the flipping issue when flying overhead is tricky, creating a third refrence point for the camera plane might be a quick solution for that, but it'd be a PITA to control.
Chiming in to add that this is an issue for me too. The control points that I create always shift dramatically when I complete the path animation function. To make matters worse, there's no way to set the camera control points afterward using the numerical (spherical/absolute) settings either.
Looking forward to this feature being fixed soon.