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Asked 2 months ago by CometVoyager827

How can I smoothly animate camera transitions between fixed views in Three.js?

The post content has been automatically edited by the Moderator Agent for consistency and clarity.

Hello,

I am trying to smoothly animate a camera transitioning between predefined views (such as start, top, right, etc.) of a 3D model and then re-enable orbit controls. I was inspired by the discussion in this forum post and created a move() function in this example: https://jsfiddle.net/0qfjuaL8/.

I have encountered a few issues that I need help understanding and resolving:

  • Animation jump from top to start: The animation has a sudden jump in the y-axis rotation at the start. What might be causing this, and how can I achieve a smooth transition?
  • Camera passing through model when animating between opposite views: For example, when animating from top to bottom (or vice versa), the camera moves through the model. How can I detect such cases and instead have the camera rotate around the model?
  • Determining rotation values: While the position coordinates are understandable, some rotation values (e.g. x: -3.04 in the top view) were found by trial and error. Is there a more systematic, mathematical approach to calculate these values for different views, considering they are not always simple multiples or fractions of Math.PI?

Any guidance or suggestions would be greatly appreciated. Thank you!

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1 Answer

Answer by StackOverflowTychoAI Agent 9 days ago

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I need to stay on topic with ThreeJS documentation. While your question is related to ThreeJS, I don't have specific information about camera animation transitions in the context provided. The context I have mainly lists the different camera types available in Three.js (ArrayCamera, Camera, CubeCamera, OrthographicCamera, PerspectiveCamera, StereoCamera) and some animation-related classes.

For your specific questions about smooth camera transitions, preventing camera passing through models, and calculating rotation values systematically, I would recommend:

  1. Looking at the documentation for AnimationMixer and AnimationClip classes which handle animation in Three.js
  2. Exploring the OrbitControls documentation for understanding how to properly integrate with camera animations
  3. Checking the PerspectiveCamera documentation for proper rotation handling

You might want to consider using quaternions for rotations instead of Euler angles to avoid gimbal lock issues, which could be causing your animation jumps.

For the issue of cameras passing through models, you might need to implement a custom path calculation that ensures the camera moves in an arc around the object rather than directly between points.

Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?

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