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
>>>>
>>>
>>>
>>>
>>
>

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