Camera matching
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 From:  PaQ
3644.2 In reply to 3644.1 
... I hate when MoI is on the knees with the viewport sometimes ... but ... I love thoses curves so much too :) (just need a really soft shadow pass ... . .)

EDITED: 3 Dec 2015 by PAQ

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 From:  Michael Gibson
3644.3 In reply to 3644.2 
Hi PaQ, wow that looks great, hard to believe that's just the working view! :)

The Options > View > 3D View angles dialog does give you control over the rotation and the field of view.

But it may be easier to set up with 2 points instead of angles, like a "Camera point" and a "look at point". Are you able to get that information? If so then it should be possible to set up a script that does that.

The field of view in that dialog though is not specifically horizontal, it's the field of view of the center square of the viewport.

But if you can let me know if you are able to get a camera and look at point, that would probably be easiest for orientation, let me know.

- Michael
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 From:  PaQ
3644.4 In reply to 3644.3 
Hi Michael,

Yes, I can use a 'locator' (null objet) to drive the modo camera target, so that should work !

Thanks a lot for the help !

(edit, for the MoI light setting, Spec High Brightness at 1, and Focus size at 0 ... Key Light at 0.7 and Fill at 0.33 ... everything turn into an 'aquarelle look', well, some sort of ... )
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 From:  Michael Gibson
3644.5 In reply to 3644.1 
Hi PaQ try the following script:

script: /* Set camera by eye and lookat points */ var vm = moi.vectorMath; var eye = vm.createPoint( 10, 10, 10 ); var lookat = vm.createPoint( 0, 0, 0 ); moi.ui.mainWindow.viewpanel.getViewport( '3D' ).setCameraAndTarget( eye, lookat );


That should set the 3D view direction given an eye point and a "look at" point.

Substitute your camera coordinates for the eye which above is set at 10,10,10 and also substitute your look-at coordinates which are set to 0,0,0 above.


For setting the field of view angle, go to Options > View > 3D view angles, it's the 4th one (on the bottom) of that dialog.

But you may need to do some calculation to get a full horizontal field of view, the one you set in MoI will control the view angle of the inner most square region of the viewport, like this:





- Michael
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 From:  PaQ
3644.6 In reply to 3644.5 
Great, thanks Michael, it seems to work, I'll do some real try tomorrow !



... and again, thanks a lot !
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 From:  vinced
3644.7 
Hi Paq,

you have a cool technical art style.

Just went through your gallery,

great stuff for inspiration an learning.
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 From:  WillBellJr
3644.8 
As always, PaQ is my hero!

-Will
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 From:  ppj
3644.9 In reply to 3644.2 
Very nice !!! Impressive !! great job PAQ :-)

next on modo ;-)

EDITED: 30 Jun 2010 by PPJ

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 From:  Marc (TELLIER)
3644.10 
Awesome racer!!

Marc
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 From:  PaQ
3644.11 
Hello there, well thanks a lot for the cool comments :)

For info, to anyone interessted into the script, some minus value has to be done to match MoI camera with modo one :

So lets say the modo camera postion is at x,y,z ... then you have to put x,-z,y in the script values ... and the tilt angle in the 3D angle option is minus the modo Roll one)

EDITED: 30 Jun 2010 by PAQ

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 From:  PaQ
3644.12 In reply to 3644.11 
Works pretty well :)





... but still don't get the math for the angle of view ...

EDITED: 3 Dec 2015 by PAQ

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 From:  Frenchy Pilou (PILOU)
3644.13 In reply to 3644.12 
Nice reaction's car!
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Marc (TELLIER)
3644.14 
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 From:  DannyT (DANTAS)
3644.15 In reply to 3644.12 
Another very cool model PaQ! fantastic work.

Cheers
~Danny~
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 From:  Michael Gibson
3644.16 In reply to 3644.12 
Hi PaQ,

> ... but still don't get the math for the angle of view ...

So to start with you'll probably want to do the screencapture with a script like this so you can exactly match the pixel width and height dimensions:

script: /* render view to clipboard */ var v = moi.ui.getActiveViewport(); if ( v != null ) { moi.view.lineWidth = 4; v.renderToClipboard( 2560, 2560 ); moi.view.lineWidth = 1; }

Change the 2560,2560 to your target width,height.



Then for converting a full horizontal angle of view into what MoI uses, try the following script - there are 3 values to substitute:

horiz_angle = 40 replace with your horizontal angle of view
width = 1024 replace with your rendered image pixel width
height = 768 replace with your rendered image pixel height

script: /* match horizontal view angle */ var horiz_angle = 40; var width = 1024; var height = 768; var x = Math.tan( (horiz_angle/2) * (Math.PI/180) ); x *= height / width; var central_angle = Math.atan( x ) * 2 * (180/Math.PI); moi.ui.mainWindow.viewpanel.getViewport('3D').fieldOfViewAngle = central_angle;



Let me know if that doesn't seem to work.

- Michael
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 From:  PaQ
3644.17 In reply to 3644.16 
thanks for the nice comments !

Hi Michael, I will give a try tomorrow, for the moment I scale the image by hand until it perfecly match, not that hard.
I can apply a rule of 3 (not sure about the english term), but that's the best math I can do :P

So thanks for the enhanced version of the script :)


Just finished the image 30 min before the deadline :)

EDITED: 3 Dec 2015 by PAQ

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 From:  Mark Brown (MABROWN)
3644.18 In reply to 3644.17 
Fabulous PaQ & very clever.

---
Mark
http://www.homepages.ihug.com.au/~mabrown/index.html

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 From:  Michael Gibson
3644.19 In reply to 3644.17 
Hi PaQ, it's an awesome result!

- Michael
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 From:  FiL (FILIPPOL)
3644.20 In reply to 3644.17 
Bravo!

FiL
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 From:  David (BLEND3D)
3644.21 
Amazing!
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