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Author Topic: Wide scenes and 3D actors  (Read 10371 times)

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adonf

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Re: Wide scenes and 3D actors
« Reply #15 on: December 06, 2006, 06:24:04 PM »

...getting back to this:

m_FOV is the FOV read from 3DS file, or the overriden one.

This doesn't match with the results we are getting. I'm no expert but I think that 3DS files use a 3/2 screen ratio and a horizontal FOV. How do you convert the value read from the 3DS file to your own FOV ?

We're having a lot of trouble with scrolling 3D scenes at the moment. The rendered backgrounds with a 8/3 ratio do not match the collision mesh at all, even if we override the camera's fov and move the background in the scene.

We're planning to write a tool that converts the camera parameters so that they match the scene, but that will be *way* easier if we know what you do on your side.

Thanks,
  Olivier
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Mnemonic

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Re: Wide scenes and 3D actors
« Reply #16 on: December 06, 2006, 06:50:38 PM »

Right. The 3DS file doesn't actually contain the FOV directly, but something they call " camera lens". And the FOV is computed like fov = 1900.0f / lens. Perhaps there's a better way of converting the value, especially considering images with a different aspect ratio.
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adonf

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Re: Wide scenes and 3D actors
« Reply #17 on: December 07, 2006, 11:05:43 AM »

Thank you, that will help a lot.
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adonf

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Re: Wide scenes and 3D actors
« Reply #18 on: December 11, 2006, 04:46:34 PM »

the 3D geometry is lower than the backgound picture and it doesn't spread all the way to the left or right.

"Reset Xform" on all scene objects but the camera fixed this. The 3DS exporter in 3DS max is a piece of crap  >:(
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Mnemonic

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Re: Wide scenes and 3D actors
« Reply #19 on: December 11, 2006, 06:12:54 PM »

Hm, interesting. I'm not too familiar with Max, what's the "reset xform" command supposed to do?
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adonf

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Re: Wide scenes and 3D actors
« Reply #20 on: December 12, 2006, 10:59:03 AM »

I think that it multiplies all the matrices of an object into a single matrix, so that its pivot point is positionned at the origin and is aligned with the axes.

In the other 3D engines I've used it was always the first thing to do before exporting an object. That and collapsing the modifier stack (in case you wonder what modifiers are, they're tools that you apply to an object and modify its properties, sometimes its appearance too but not its geometry. So when you collapse the stack the transformations caused by the modifiers are applied to the vertex positions and UVs and everything, it make the exporter's job easier but you can't edit the properties anymore. Someone please correct me if I'm wrong.)

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Re: Wide scenes and 3D actors
« Reply #21 on: December 12, 2006, 01:39:53 PM »

Got it, thanks.
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