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| | Re: Camera Positioning
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| (...) This document describes a method of scaling to fit a bounding sphere into a viewport, starting somewhere around page 30. (URL) would think you'd have to pick a camera angle first, or fix one of the other variables like the distance to the (...) (22 years ago, 25-Mar-03, to lugnet.cad.dev, lugnet.cad.ray)
| | | | Re: Camera Positioning
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| (...) Hi Orion, The law of similar triangles comes to mind...... not that I consider myself much of a mathemetician. Pick an aribitrary camera distance greater than zero and calculate the size of the bounding box projected into a 2D plane (the (...) (22 years ago, 25-Mar-03, to lugnet.cad.dev, lugnet.cad.ray)
| | | | Re: New BFC Spec
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| (...) Steve (22 years ago, 25-Mar-03, to lugnet.cad.dev)
| | | | MOC: Airwolf helicopter
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| Hi all, After many years I finally found out that there was a program called LDraw in which I could put my old MOC airwolf, with retractable weapons. I'm working on the building instructions of the helicopter right now. (Yippie I can almost use the (...) (22 years ago, 25-Mar-03, to lugnet.announce, lugnet.build, lugnet.modelteam, lugnet.cad)
| | | | Camera Positioning
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| Maybe someone can point me in the right direction... I have an object with a known bounding box, how do I calculate the position of the camera so that the whole object is shown on a screen of known dimentions? In other words, how to I determine the (...) (22 years ago, 25-Mar-03, to lugnet.cad.dev, lugnet.cad.ray)
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