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I can't get the camera to go where I want it to go, when I put in
coordinates, it always ends up being rotated. What am I doing wrong (or
what should I be doing right)?
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Caligula wrote:
> I can't get the camera to go where I want it to go, when I put in
> coordinates, it always ends up being rotated. What am I doing wrong (or
> what should I be doing right)?
As with any question:
What are you trying to do?
What are you doing?
(at least post your camera code)
What goes "wrong"?
(what do you mean rotated? there are 3 axes of rotation - which do you
have problem with?)
Where is the problem with using a standard camera and setting the
location and the look at points?
camera{
up y
right x*image_width/image_height
location <0,2,-10> //where the camera is
look_at <0,2,0> //where you want to look
angle 41
}
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Caligula wrote:
> I can't get the camera to go where I want it to go, when I put in
> coordinates, it always ends up being rotated. What am I doing wrong (or
> what should I be doing right)?
Well, just a wild guess here--the camera by default tries to orient
itself with y as "up". If your camera is pointed straight up or straight
down the y axis, it can get confused.
--
William Tracy
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|a|f|i|s|h|i|o|n|a|d|o|@|g|m|a|i|l|.|c|o|m|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|w|t|r|a|c|y|@|c|a|l|p|o|l|y|.|e|d|u|
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You know you've been raytracing too long when your 18 year-old daughter
asks if she can marry one of the POV Team, and you give her your
complete blessing.
Taps a.k.a. Tapio Vocadlo
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Caligula nous apporta ses lumieres en ce 2007/06/21 09:59:
> I can't get the camera to go where I want it to go, when I put in
> coordinates, it always ends up being rotated. What am I doing wrong (or
> what should I be doing right)?
>
>
Here are the parameters of a default camera:
camera{
location <0,0,0>
right 4/3
up <0,1,0> // can be shortened to up y
direction <0,0,1>// can be shortened to direction z
sky y
}
If you place it on the y axis and look along it, it can get confused. A
workaround would to place it at the same distance but along the -z axis then
rotate 90*x to bring it on the +y axis.
Instead of using:
camera{location 10*y look_at -y} or camera{location 10*y direction -y}
use:
camera{location -10*z rotate 90*x}
You may confuse the axis system: +x is toward the right, +y is up (vertical) and
+z is away (horizontal).
--
Alain
-------------------------------------------------
Don't cry because it is over, smile because it happened.
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Just add a "translate <your coordinates>" at the end of the camera
block. Much simpler.
--
- Warp
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Wow, thanks everybody for the help, but I figured out what my problem was.
I hadn't specified the sky correctly, so it would end up pointing funny
directions.
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Caligula nous apporta ses lumieres en ce 2007/06/24 03:19:
> Wow, thanks everybody for the help, but I figured out what my problem was.
>
> I hadn't specified the sky correctly, so it would end up pointing funny
> directions.
>
>
>
You usualy don't need to define the sky vector, the default of +y is normaly
good for any cases.
The same hold true for the up vector.
--
Alain
-------------------------------------------------
I find the affluence of incahol to be totally, whatever he said
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