positioning camera. HOW?

Blitz3D Forums/Blitz3D Programming/positioning camera. HOW?

sec05(Posted 2004) [#1]
Hi,

I have created a scene in 3ds max and also a camera. I imported the scene into blitz and I encountered a problem while trying to position a newly created camera in blitz to fit exactly the same position as that camera in 3ds max.

I have tried the b3d extension thing that can export 3ds max camera but I find it quite difficult to use. The camera ended up zooming out of the scene.

Is there any easier way to match a blitz camera to a 3ds max camera?


WolRon(Posted 2004) [#2]
Write the coordinates, rotation, & lens angle down and create a camera in Blitz using the same numbers?


sec05(Posted 2004) [#3]
lens angle? how to define that in blitz 3d?

Btw, is there any difference between the coordinates in 3ds max and in blitz?


WolRon(Posted 2004) [#4]
Camera zoom equates to the lens angle. Greater the zoom, smaller the angle.

As for a difference, I don't know. Isn't a unit a unit? Unless 3dsmax uses something other then 'units' (say, meters for example) then the coordinates would only be off if you were using a different scale in Blitz.


Ross C(Posted 2004) [#5]
What to do then is create a scene in 3dmax. Position an object at 0,0,1. Export it to b3d. Load it in blitz and check it's position.


Ruz(Posted 2004) [#6]
But if you export from 3dsmax with say the cube at
20,30,40 for example , the pivot center of the cube will still be at 0,0,0 in blitz.
If you then need to use the cube for anything you are screwed.
Hopefully I am wrong on this


WolRon(Posted 2004) [#7]
But if you export from 3dsmax with say the cube at
20,30,40 for example , the pivot center of the cube will still be at 0,0,0 in blitz.
If you then need to use the cube for anything you are screwed.
A move to 0,0,0 with the MoveMesh command should fix the problem.