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|  |  | I want to translate the camera in this scene without messing up the text 
that should be displayed on the screen. I have tried adding the 
translation step to the CameraTransform variable, but it is producing 
odd results.
This is what I tried:
#declare CameraTransform	= transform
{
	rotate	<atand(sind(45)),45,0>
	translate y/2
}
The rotation seems to work okay, but not the translation.
Can someone help? Thanks!
Mike
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 Attachments:
 Download 'focal_length_new_20151119.zip' (6 KB)
 
 
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|  |  | On 11/19/2015 8:56 PM, Mike Horvath wrote:
> I want to translate the camera in this scene without messing up the text
> that should be displayed on the screen. I have tried adding the
> translation step to the CameraTransform variable, but it is producing
> odd results.
>
> This is what I tried:
>
> #declare CameraTransform    = transform
> {
>      rotate    <atand(sind(45)),45,0>
>      translate y/2
> }
>
> The rotation seems to work okay, but not the translation.
>
> Can someone help? Thanks!
>
>
> Mike
Forgot to mention that the scene is meant to be animated, so go ahead 
and set the clock value to 0.5 or some other value.
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|  |  | On 11/19/2015 9:26 PM, Mike Horvath wrote:
> On 11/19/2015 8:56 PM, Mike Horvath wrote:
>> I want to translate the camera in this scene without messing up the text
>> that should be displayed on the screen. I have tried adding the
>> translation step to the CameraTransform variable, but it is producing
>> odd results.
>>
>> This is what I tried:
>>
>> #declare CameraTransform    = transform
>> {
>>      rotate    <atand(sind(45)),45,0>
>>      translate y/2
>> }
>>
>> The rotation seems to work okay, but not the translation.
>>
>> Can someone help? Thanks!
>>
>>
>> Mike
>
> Forgot to mention that the scene is meant to be animated, so go ahead
> and set the clock value to 0.5 or some other value.
I was able to figure out a solution on my own. Disregard this thread.
Mike
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