Pan/Crop makes this trivially easy. Zoom in slightly so that the frame will always be inside the background image no matter what the rotation angle is. Set a keyframe at the end and enter a rotation angle. The image will now spin as it plays.
Wouldn't you also have to use Track Motion? Pan/crop to resize and rotation angle is found in Track Motion. "Trivally easy" to get basic motion but I suppose takes some experience to get beyond trivial effects.
bevross, I suppose you could use track motion if you want to. It's not necessary though. I find Pan/Crop to be more reliable for this sort of thing. Pan/Crop also loses less quality when zooming and resizing.
Chienworks: Sorry, the mpg link given at the top of the topic doesn't open for me but I presumed the question was about 3D motion? Does Pan/Crop do 3D rotation?
Unfortunately, the angle in Pan/Crop has a limit of (IIRC) -1440 to 1440 degrees, or a total of 8 revolutions. I'm not sure if track motion is different.
FWIW, I could have these two backwards, but there's a limit in there somewhere.
grh: that's not much of a limitation. Say you wanted the rotation to last 1/2 a second at 30fps ... set the first keyframe at 0 degrees and then set one at frame 14 at 336 degrees. Then repeat 0° and 336° at frames 15 and 29, etc. Or, to do a little less work, set -1440° at frame 0 and 1416° at frame 239, then repeat at frames 240 and 479, etc.
Oh, and set keyframe smoothness to 0.000 before you start putting in keyframes!
My point is that (1) there _is_ a maximum and minimum that should be kept in mind, and (2) +/- 4 rotations total seems somewhat arbitrary, with respect to integer vs. fixed point vs. floating point data formats or data types (32-bit integer vs single precision vs. double precision). There's no obvious reason, technically, to limit the rotation to 1440 degrees in either direction. IMHO. But yes, clearly, keyframes get around the issue.