Hi guys, I met an issue, while in Virtual Camera, when I switch a camera path as below
I've got a ragged frame(53:05) between 2 shots(53:04 and 53:06), like below:
Is there any hints about this, and any solution?
Hi guys, I met an issue, while in Virtual Camera, when I switch a camera path as below
I've got a ragged frame(53:05) between 2 shots(53:04 and 53:06), like below:
Is there any hints about this, and any solution?
Hi Simon,
We checked your project with Aximmetry 2025.1.0 and couldn't recreate the issue. However, we noticed that the compound you are using was created with Aximmetry 2023.3.2. Since then, many fixes have been implemented that might be related to your issue. Therefore, we recommend upgrading to the latest version of Aximmetry (2025.1.0).
Warmest regards,
Hi Johan,
For example, when you switch cameras, shouldn't the motion blur be turned off? After all, you're using a new camera and not moving the same camera to a new position.
In the upcoming major version of Aximmetry, the issue with the Camera Cut being triggered when using a smooth path, or when the resulting change in the camera's position is very small, will be addressed. This issue was originally discussed here first: https://my.aximmetry.com/post/2910-shadowreflection-glitch-with-path-cut
Warmest regards,
Hi Simon,
The issue with the ragged frame is likely due to the Motion Blur setting being enabled in your Unreal project. However, this shouldn't occur even with Motion Blur enabled because the camera compound in Aximmetry is designed to report Virtual Camera path changes to Unreal and it disables Motion Blur for that frame.
This issue has been reported by others in the forum and I attempted to replicate this problem multiple times but was unsuccessful. To help us diagnose the issue, please follow these steps:

If this does not happen, there may be an issue with the camera compound. For example, you might be using an older version with known bugs that have since been resolved.Add a Logical Peeker and a Collection Logical module.
Connect the Collection Logical module to the B1 Data pin and set its Key pin to "Camera Cut."
By setting it up this way, you should see the Logical Peeker's preview turning on for a frame when you switch the camera path:
If the Logical Peeker does activate during the camera path switch, then there is likely a setting within your Unreal project that is overriding Unreal for Aximmetry's solution to disable Motion Blur. In this case, it would be helpful if you could share the project settings files or the entire project with us by writing to sales@aximmetry.com and mentioning this forum post.
Otherwise, simply turning off Motion Blur in the Unreal Editor's Project Settings, should fix the issue.
Warmest regards,