Text: per-character 3D rotation turns Z first, as a 3D layer and After Effects

With per-character 3D on, After Effects turns each character by Rx * Ry * Rz
(Z first), as it turns a 3D layer's X / Y / Z Rotation (case 931, AE 2026:
"H" at 400 px with animator X / Y / Z Rotation 40 / 30 / 20). EffectCraft
composed Rz * Ry * Rx, so the glyph faced another way: 23 of 5184 grid
points off (max 255), now 3 at the anti-aliased edge (mean 0.015/255). The
same order fix-orientation uses for layers; texts with one rotation axis
are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
vangel76
2026-10-19 16:41:16 +02:00
co-authored by Claude Opus 5.5
parent 8ea876914d
commit 8b64074ce3
3 changed files with 41 additions and 2 deletions
+8
View File
@@ -102,6 +102,14 @@ preset now animates 40 → 0 px (was 400 → 0 thousandths of an em); Lottie exp
tracking as pixels. Regression tests: `animator_tracking_is_in_pixels_as_in_after_effects`,
`modes_combine`.
## Per-character 3D rotation order
Measured on 19 October 2026 with After Effects 2026 (26.2) (case 931: "H" at 400 px, per-character
3D, animator X / Y / Z Rotation 40 / 30 / 20): a character turns as a 3D layer does, Rx · Ry · Rz
(Z first). EffectCraft composed Rz · Ry · Rx, so the glyph faced another way (23 of 5184 grid points
off, max 255); now 3 at the anti-aliased edge (mean 0.015). Regression test:
`per_character_rotation_turns_z_first_as_a_3d_layer`.
## Still unmeasured
Rendered frame comparisons now have a deterministic `effectcraft_effects::fidelity::compare_frames`