| Hello George,
due to some inspiration of other posts in this thread, I think I have the correct factor: 0.57735
which is 1 / 1.73205 1.73205 is the position of the camera in QC, which someone calculated in another post some weeks ago. (= tan(60°)) (sorry, I cant find the post nor the author, but I remember the result)
Don't ask me why 0.57735 is equal to tan(30°)...
Find attached my corrected composition.
On the other Hand: Aren't you searching for the exact opposite? Don't you want to have a 2D image split into some depth planes and position them in 3D space that way, that they match exactly to the 2D image from a certain point of view? And when you move the camera slightly you see, that it is actually planes spread in 3d space? I am not sure what your effect should look like.
Best,
Achim Breidenbach Boinx Software
|
z vs width 2.qtz
Description: application/quartzcomposer
On 09.09.2010, at 19:55, George Toledo wrote: Cool, thanks - Achim, I looked at the qtz you got it more or less (the math reduced sprite is still slightly larger).
I basically want to know the exact number, from Apple (or really, from anyone, but not a visual comparison/kinda close thing, like this).
-George Toledo On Thu, Sep 9, 2010 at 12:45 PM, Achim Breidenbach <[email protected]> wrote:
Hello George,
find attached a composition that does the z to width conversion. There is a factor of 0.55 in the equation which I filled in by try-and-error. Don't ask my where this value comes from. Anyone?
Best,
Achim Breidenbach
Boinx Software
On 09.09.2010, at 17:48, George Toledo wrote:
> What kind of equation would be needed to utilize Z coordinates in QC in a way that doesn't change Z translation, but could be used to reduce X/Y scale in a way that makes the object appear to be equivalent size that they would be if translated in Z? In addition, is it possible to emulate the apparent reduction/exaggeration of horizontal or vertical movement of a sprite as it is moved in z by performing math on x/y translations on an object where z isn't at 0?
>
> Forgetting the x/y translate, it would be nice to know the equation to make a sprite the same size it is at z=-1, z=-2, z=-3 and so on, by manipulating x/y scale for instances when one wants everything to work in only 2 dimensions. The relation isn't linear, and I'm not sure how to back into it.
>
> If this has been covered, forgive me.
>
> -George Toledo
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