There was a nice tutorial on Tip Squirrel, but the first part is missing now. Have a look round from the following link though. This is the second part, and there are several links about 3D annimation with CS6
Thank you very much for that—a very helpful tutorial. I think there must be an issue with my 3D object (a textured sphere created in PS) because I am doing exactly as in the tutorial and it is not working, but I can animate a text extrusion just as in the tutorial. I'll have to look back at the object and try some others. I can animate the same object in CS5 without a problem, interestingly.
BTW The link to the first part is: http://www.tipsquirrel.com/3d-text-video-animations-in-photoshop-cs6/
I've done some experimenting and found that what was 3D Object rotation in CS5 is 3D Scene rotation in CS6. If you create a 3D object in CS5 and rotate it on the animation timeline with keyframes on 3D Object Position then save as a .psd, that file when opened in CS6 has the keyframes in the 3D Scene Position line of the layer timeline. It is possible to rotate a whole turn or even greater turns in 3D Scene Position as well as lesser values.
Interestingly in the Tip Squirrel tutorial it is the 3D Mesh being rotated not the 3D Scene. At least on my system, I get very unintuitive results putting values into the Mesh co-ordinate rotation. 360° (and its integer multiples) gets changed to 0° and no movement occurs. 180° around the y-axis is transformed into -179.9° around the x- and z-axes (you can see this in the Tip Squirrel video just after he types 180° in the y-axis rotation text box).
So the bottom line appears to be that 3D scene position is the parameter to animate, but I'm not sure what the Mesh animation actually is for.
I was wondering if you were using the 3D Scene or the 3D meshes. Being able to animate individual meshes in new to CS6, and allows you to set independent motion of objects in a scene.
I'll see if I can find some good source videos for animating 3D in CS6. I've found that for rotation, you want to set keyframes for every quarter revolution, because I've seen the keyframe at 0-180-0 go half way then back instead of continuing along in the same direction.
Many thanks Steve,
I did initially try 3D Mesh rotation but the position snapped back to 0° when I input 360° hoping for a full turn.
The tip you mention for full rotation is interesting, but illustrates that the input is counterintuitive—wouldn't it be easier to understand allowing 3D Mesh rotations to have the same range as for 3D Scene position? It is also odd the way that a 180° rotation in the y-axis is converted to -179.9° around the x- and z-axes with 0° around the y (as in the Tip Squirrel video). (I think) I can see that is geometrically equivalent (bar the 0.1° differences) to the single axis rotation but that makes it confusing if you are working out further rotations about the same axis.