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.