Camera Rig

What’s the correct way to setup a camera rig so that its translate is always in world space and its rotation is always on the pivot of the camera’s world space location?

It seems like when I load up a camera comp its default is to look at 0,0 and to rotate around that pivot.

It seems like the camera+lookat comp is what I want but the rotation seems to act a little funny.

In Maya I would make a camera and group it 3 times. once for the translate and then the rotations applied to each of the components thereafter.

Hey Matt,

I think the solution may be to attach a Null to the top of the camera . . . you can chain a few together to have as many coordinate systems as you need.

Jeff