I respectfully disagree...
Technically you may be right: that is how the (any) axis system works. But in practise, this results in 360 videos that are unusable, unable to properly watch and navigate. Thus a bug by design, if not technical.
Please, take a
good look at the example I posted in my first post. It's short, ok, but pauze it in the middle and then try to look around you at the beach. You can't. No matter how you move the Youtube movie with your mouse or how you look through VR glasses, you cannot simply horizontally look around anymore.
If you tilt the video up or down along Z or X axis, and the Y axis now also tilts ro revolve around the new orientation, you cannot anymore in any point in the video pan with a level horizon.
It is like lumping your head forward and do a turn in that position. And your head stays in that lumped forward position for the duration.
If you view the video in VR glasses, with your head straight, and you turn your head left and right, you do not look around at the beach, but will see the ground come up or the sky where you expect beach. It is very disorientating.
TECHNICAL SOLUTION:
Don't tilt the Z axis, keep the axis system rigid. With the Start view designer, count in degrees from the 0,0,0 point but keep the axis straight. So you can have a startview look down, but if you mouse around you 'lift your head' and the horizon becomes level like it should be.
Another quick and dirty solution is to simply disable X and Z and only allow rotating around Y.
The 360 Start view tool is derived from the View Designer. I even get a 'not 360, switch to 16:9' warning box when I select it. The idea is good, and I very much welcome the ability, but the implementation currently is flawed.
I sincerely hope the support ticket get's picked up and this can be resolved.
I can use it now, but only the Y-slider. Not the X or Z sliders, or I get disorienting footage.
respectfully, regards, Frank