3ds max FOV

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
elektrikal
Posts: 17
Joined: Tue Sep 26, 2006 8:01 am

3ds max FOV

Post by elektrikal »

hi
I was wondering if theres a relation between MAX camera FOV and and IRR camera FOV...if we set a scene in MAX and use a camera to strcture the scene then we make a camera in irrlicht using the position of the camera in Max but FOV values dont match equal
Sorry about my bad english.thanks.
harukiblue
Posts: 49
Joined: Sun Dec 10, 2006 6:23 pm

$0.02

Post by harukiblue »

Ok I am not totaly sure if 3ds max exports usable camera information at all. However, you could just set the camera position and it's look at target to change it's FOV manually. You may be able to open the file 3ds max exported and possible get this information from there, (if it was exported in .x text format you could possible find it and set up a function to do this for you).

I don't think that irrlich will make a camera from file!

Good luck mate!
vitek
Bug Slayer
Posts: 3919
Joined: Mon Jan 16, 2006 10:52 am
Location: Corvallis, OR

Post by vitek »

The 3DS file format is capable of exporting entire scenes including camera information. Irrlicht basically ignores everything that isn't a mesh in these files.

If you were feeling froggy you could change the 3DS loader to load the camera information, create a camera, and set the FOV. I don't know if that is the route that I would go, but you could do it. There are libraries out there for reading 3DS files like [lib3ds]. Unfortunately, I have found that many of them are incomplete and do not read all of the information in the files. I believe that this may be because the 3DS file format specification has never been published.

I think the easiest route would be to make individual meshes in 3DS Max. Gather all of your meshes and build up a scene using the irrEdit tool. You can specify the camera FOV in irrEdit.

Travis
elektrikal
Posts: 17
Joined: Tue Sep 26, 2006 8:01 am

hmmm

Post by elektrikal »

hey thx for ur kuik replies...but i think my question uis simpler than that...i want to create the cam in MAX just for visualization...i dont want to export it...then i import 3ds file and CREATE camera in irrlicht using vteh values of position and FOV from max...this is how i do it but THE FOV value dont match...i convert to radians to degrees but nothing...maybe u guys know some relation between the to cameras...
Sorry about my bad english.thanks.
Grey Lantern
Posts: 34
Joined: Sat Jul 30, 2005 9:45 am
Contact:

Post by Grey Lantern »

I think I know what you are saying and I have the same problem (sorry to bump old thread).

Basically how does Irr FOV related to 3Dsmax cameras!

If you setup a camera in 3dsmax scene and render it - then import that render as a 2d Backdrop in irrlicht, you should be able to place 3d meshes from the max scene over the 2d render and they should LINE UP 100%, but I can't find the correlation between max and irrlicht and have to move the camera about manually to find an 'ok' position.

if the max camera is 45degrees diagnally placed at x,-90,90 and looking at it's target 0,0,0 then in irr you would like to place a camera at the exact same co-ords with the same FOV and the same target and have them all match up so that the 2D render (from max) matches any 3D objects you had in the same scene - but they don't.

anyone got a robust method for doing this?
JP
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
Contact:

Post by JP »

Just so you know the standard FPS cam in irrlicht (and probably the others too) has a FOV of around 72 degrees.

I know that in XSI (another modelling program) you can set vertical or horizontal FOV but in irrlicht it's just vertical.
Image Image Image
Grey Lantern
Posts: 34
Joined: Sat Jul 30, 2005 9:45 am
Contact:

Post by Grey Lantern »

JP wrote:Just so you know the standard FPS cam in irrlicht (and probably the others too) has a FOV of around 72 degrees.

I know that in XSI (another modelling program) you can set vertical or horizontal FOV but in irrlicht it's just vertical.
i'm using an older version of irrlicht (highly custom hence I haven't updated recently) has something changed in more recent versions that 0.12.0 did differently concerning FOV/Cameras?

Anyway I see the defatul is PI/2.5f. But going on what you said I rendered a backdrop @ 72 deg vertical FOV in max and it 'almost' lined up with a default cam (Non FPS cam). When I used the setFOV command using ie 45 deg (on it's own or with the RADTODEG conversion) I found the 3D objects were way smaller instead of larger and were way off from the backdrop rendered at 45deg in max.

I've been fighting this problem for some time and i'm sure there's a very simple way around it but i'm just not seeing it. As it happens the default 72deg and a rendered 72deg vertical in max is far too narrow (verging on fisheye I believe).


thanks!
JP
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
Contact:

Post by JP »

I'm finding similar things with my OpenGL game i'm working on. In irrlicht i can get a skybox rendering nicely using standard setup but in my OpenGL app it's blown up really badly. Changing the FOV to match the irrlicht camera makes it render much nicer (and probably equal to irrlicht's render) but it ends up distorting my entire scene so that rectangular planes look square when viewed from certain angles... I just can't figure out what i'm doing wrong really...

If you're interested in my thread about it then it's in the games programming forum under 'skybox issues'
Image Image Image
Post Reply