thanks both, i started to try changing the 'perspec' values, but with the explanations it makes more sense than doing it by intuition. the gemwin-helpfile i had read only explained five arguments with 'view' message, instead of nine which seems to be a different method. thanks a lot !
----- Message d'origine ---- De : marius schebella marius.schebella@gmail.com À : reduzierer@yahoo.de Cc : Raphaël ILIAS raphael.ilias@yahoo.fr; pd-list pd-list@iem.at Envoyé le : Jeudi, 15 Novembre 2007, 2h25mn 10s Objet : Re: [PD] camera angle
thanks, roman, I misunderstood the question and posted an unrelated answer, sorry. m.
Roman Haefeli wrote:
hi raphaël
i admit, this is not very obvious and it took me some time as well to figure it out, but the solution you are looking for is the 'perspec' method of [gemwin].
the default values are 'perspec -1 1 -1 1 1 20', where the first to numbers set the hoizontal visible limits/angles for left and right
and
the following two numbers the vertical limit (top and bottom). you
can
use these to compensate the distortion, that is introduced, when displaying with non-square pixels, e.g when you use fullscreen mode
with
640x480 resolution on a screen with an aspect ratio of 16:10 (to compensate that you would use 'perspec -1.2 1.2 -1 1 1 20').
now the interesting part is, when you scale all four values by the
same
amount, you can change the focal distance of your camera:
'perspec -0.5 0.5 -0.5 0.5 1 20'
gives you a more tele-ish look. this is probably what you are looking for. the smaller numbers you choose, the bigger gets the focal
distance
of the camera.
the default scale '1' looks already like a fisheye to me, though it makes kind of sense to cover a wide angle on the window in order to
make
orientation easier.
roman
On Wed, 2007-11-14 at 21:52 +0000, Raphaël ILIAS wrote:
hi
i'm working on a project with gem and i would really be glad if i
knew how to change the "angle" of the viewpoint. i tried with [view a b c d e( msg to to the gemwin or with the [camera] object but got nothing like that. i searched in help-files, examples and the html manual but found nothing about it. In project there is a 3D-model that represents a building. I would like it to be impressive but with every camera position i tried, the building appears ridiculous, like a toy (because of perspective i think), or i go "underground" (i mean under the horizontal [square] that represents the ground), or i get a "fish-eye"-like impression. if i move the camera close to the model, it is cuted and we see the inside of the Geo.
has anyone got an idea ?
thanks
raphaël
Ne gardez plus qu'une seule adresse mail ! Copiez vos mails vers
Yahoo! Mail
PD-list@iem.at mailing list UNSUBSCRIBE and account-management ->
http://lists.puredata.info/listinfo/pd-list
Der fr�he Vogel f�ngt den Wurm. Hier gelangen Sie zum neuen
Yahoo! Mail: http://mail.yahoo.de
PD-list@iem.at mailing list UNSUBSCRIBE and account-management ->
http://lists.puredata.info/listinfo/pd-list
_____________________________________________________________________________
Ne gardez plus qu'une seule adresse mail ! Copiez vos mails vers Yahoo! Mail
Raphaël ILIAS wrote:
the gemwin-helpfile i had read only explained five arguments with 'view' message, instead of nine which seems to be a different method. thanks a lot !
well, obviously it has more information when it has 9 values instead of 5.
if the explanation is missing from [gemwin]s helpfile, then somebody has taken it out. i am sure it was there!
fgmad.r IOhannes
IOhannes m zmoelnig wrote:
Raphaël ILIAS wrote:
the gemwin-helpfile i had read only explained five arguments with 'view' message, instead of nine which seems to be a different method. thanks a lot !
well, obviously it has more information when it has 9 values instead of 5.
if the explanation is missing from [gemwin]s helpfile, then somebody has taken it out. i am sure it was there!
and having a quick look, i indeed read:
view <x> <y> <z> <azimuth> <elevation>::
translate/rotate camera/viewpoint; the "up" direction will still be the y-axis
default: 0 0 4 0 0
view <view_x> <view_y> <view_z> <target_x> <target_y> <target_z> <up_x> <up_y> <up_z>::
set viewpoint (view_X view_Y view_Z). the camera will look at the target-point (target_X, target_Y, target_Z). "up" is defined via the vector (up_X, up_Y, up_Z)
default: 0 0 4 0 0 0 0 1 0
i think this does pretty much explain that there can be 5 or 9 values (or 3 or 4, but i skipped this here) given to the [view( message and what they mean.
fgmadsr IOhannes