I thought I'd knock something up while eating my lunch, but something's afoot. Maybe someone can point out where this is wrong.
I have 1. a camera with a custom parameter to define the width at the interest that needs to remain static. 2. An expression on the camera FOV: *asin( Camera.Vertigo.width_at_interest / ctr_dist( Camera., Camera_Interest. ) ) * 2* so it *should* work, according to my misty trig, but it drifts especially as the camera gets close to the interest. Any ideas? On 18 July 2013 11:47, Simon Reeves <si...@simonreeves.com> wrote: > But seriously it is a nice tool in max... I agree it would be nice to have > > > Simon Reeves > London, UK > *si...@simonreeves.com* > *www.simonreeves.com* > * > * > > > On 18 July 2013 11:44, Simon Reeves <si...@simonreeves.com> wrote: > >> hitchcock style! >> >> >> >> On 18 July 2013 11:43, Eugen Sares <sof...@mail.sprit.org> wrote: >> >>> Adjusting the FOV "zooms" what the camera sees at the same time, so >>> you have to compensate back by actually changing the camera's z position. >>> This tool would do that automatically, so the "observed" size of the >>> objects remain, but, well, the perspective changes. >>> >>> >>> Am 18.07.2013 12:29, schrieb patrick nethercoat: >>> >>> How is what you want different from just adjusting the FOV? >>> >>> >>> On 18 July 2013 11:22, Eugen Sares <sof...@mail.sprit.org> wrote: >>> >>>> Guys, >>>> anyone knows of a tool to change only the perspective of a camera? >>>> Something that combines a camera's FOV and it's zoom, so you just see >>>> the lines converging more or less, interactively. >>>> 3ds Max has this - we don't? >>>> Thanks! >>>> Eugen >>>> >>> >>> >>> >> >