Setting location and view

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Setting location and view // New Users

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Post by KevW // Sep 15, 2006, 7:03am

KevW
Total Posts: 14
Hello.


I'm new to 3D and I'm slowly working my way through the TS 5.2 manual. One thing I haven't found is how to set the view to be from a specified location and at a specified angle.


I've tried to do this by positioning the camera and then viewing from it's location, but when I try to rotate it to the correct angle it does strange things, like rotating too far, or rotating on two planes instead of just the one.


Is there an easier way to do this, or (more than likely) am I just missing something somewhere?


Thanks for any help.

Post by stan // Sep 15, 2006, 7:43am

stan
Total Posts: 1240
pic
KevW..you are on the right track..cameras are the best way to set a view that you can go back to..
you should have X,Y, Z icons which constrain movement..I think in ts5 they are on the taskbar near the view icons..[I maybe wrong] otherwise you can right click the move, scale, rotate, zoom icons and you will have the x,y,z constraints as well for each tool..
also look for your coordinate system icons beside the xyz icons or on the pop up panel when right clicking the afore mentioned tools....using the proper coord system will also help..

hth Gord :cool:

Post by KevW // Sep 15, 2006, 10:10am

KevW
Total Posts: 14
Thanks Stan. I've started using the Object Info window to position the camera and rotate it, but I haven't tried using different coordinate systems yet. That's probably where I'm going wrong.


I'll give that a go.


Thanks again.


Kev.

Post by Chester Desmond // Sep 15, 2006, 10:15am

Chester Desmond
Total Posts: 323
you can also view from any object (along its Z axis I believe) so that makes it easy if you like the 3d controls...

Post by stan // Sep 15, 2006, 10:38am

stan
Total Posts: 1240
pic
there is a good plugin for this too it's called f"ind camera.".found here ->
http://ckgamefactory.hp.infoseek.co.jp/index-e.html

it also creates a camera from any view

click on truespace plogins at top of the page to find many more..

Post by Alien // Sep 15, 2006, 11:23am

Alien
Total Posts: 1231
pic
KevW..you are on the right track..cameras are the best way to set a view that you can go back to..

you should have X,Y, Z icons which constrain movement..I think in ts5 they are on the taskbar near the view icons..[I maybe wrong] otherwise you can right click the move, scale, rotate, zoom icons and you will have the x,y,z constraints as well for each tool..

also look for your coordinate system icons beside the xyz icons or on the pop up panel when right clicking the afore mentioned tools....using the proper coord system will also help..

I'm surprised you didn't suggest your ObjectInfo plugin, It's the 1st thing I thought of when I read KevW's post. Or doesn't it work with 5.x?

Post by stan // Sep 15, 2006, 11:27am

stan
Total Posts: 1240
pic
Alien...it should work..not that I have ever tested it in ts5.. I was giving him info using what he has..:D ..then though of "find camera"..

Post by KevW // Sep 16, 2006, 3:02am

KevW
Total Posts: 14
Thankd for all the info everybody. I'm going to try learning as much as I can without using plugins just yet, and I'm starting to get the hang of the camera a bit better, although it does seem to move in a strange way.


For instance, if I use the World Coord System and set the x, y, z rotation of the camera to -90, 90, 0 respectively, then try to alter the z rotation to 30, I find that the z rotation remains at 0 while the x rotation changes to -120.

Is this meant to happen?


Thanks again.


Kev.

Post by GraySho // Sep 16, 2006, 5:13am

GraySho
Total Posts: 695
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It is meant to happen, same happens with any other object. Thing is, the camera's view direction (or view/follow direction of any object) is the z-axis, so if you set camera rotation to x0, y0 and z0 you'd look straight upward. The best way to set up the camera is in top view to position it roughly, and in camera view to adjust and rotate it precisely.

Post by KevW // Sep 16, 2006, 7:12am

KevW
Total Posts: 14
Thanks GraySho.


I'll keep experimenting till I get it right :)


Cheers.


Kev.
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