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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 16 10:02 pm)



Subject: Camera rotation around any pivot point


MarcioAB ( ) posted Wed, 27 April 2005 at 7:26 PM · edited Fri, 29 November 2024 at 3:47 AM

file_229164.jpg

I use a CAD system that allow me to just click in any geometry point and that point became a pivot point where I can fully rotate the camera without losing that view point (or sight). I found that very handy and I missed that in Poser. Now I got a way to simulate that putting the Aux Camera hierarchicaly below a small cube prop (I just called it "PoV" as Point of View) and moving the PoV anywhere I want it to became my sight. Then, I can use the Camera rotation button without losing the sight.

Is there a better/easier way to do it in Poser ?
Thank you

Message edited on: 04/27/2005 19:27


Helgard ( ) posted Wed, 27 April 2005 at 7:46 PM

Very nice trick. I am adding that to my system right now.


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MarcioAB ( ) posted Wed, 27 April 2005 at 8:01 PM

Glad you like it. This is the data I used to make my "PoV" just in case you are interested ...

v -0.001 -0.001 -0.001
v 0.001 -0.001 -0.001
v 0.001 0.001 -0.001
v -0.001 0.001 -0.001
v -0.001 -0.001 0.001
v 0.001 -0.001 0.001
v 0.001 0.001 0.001
v -0.001 0.001 0.001
g
f 4 3 2 1
f 5 6 7 8
f 2 3 7 6
f 3 4 8 7
f 1 5 8 4
f 1 2 6 5


kuroyume0161 ( ) posted Wed, 27 April 2005 at 8:17 PM

PointAt is supposed to do something similar, but it only works with the origin of the prop/body part selected as the PointAt object. You could get away with the same idea using this object similarly.

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


operaguy ( ) posted Wed, 27 April 2005 at 11:05 PM

useful, thanks!


maclean ( ) posted Thu, 28 April 2005 at 3:47 PM

You can do it in daz studio, if you feel like trying new software. All DS cameras can be 'aimed' at any object at all, simply by clicking an icon or using ctrl-shift-a. The cameras also have a 'frame' function which is similar to 'zoom extents' in 3d max. In other words, it frames the selected object or the entire scene, if nothing's selected. That's an interesting trick in poser though. mac


kuroyume0161 ( ) posted Thu, 28 April 2005 at 4:16 PM

As I said, the PointAt feature of Poser works just fine for this - no need to have a special object or change hierarchy! Q: How the f!!k do I do it? A: Go to the library and load a Sphere prop primitive. Scale to 10%. Select the Aux Camera. Go to the Object menu and select "Point At". Select the Sphere primitive from the hierarchy window. Move the sphere around and watch the Aux Camera follow. Done. How is that "missing that in Poser"? Just because you didn't know the feature existed doesn't mean that it doesn't. ;)

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


MarcioAB ( ) posted Thu, 28 April 2005 at 9:56 PM · edited Thu, 28 April 2005 at 10:03 PM

file_229167.jpg

kuroyume ... not sure if I'm doing something wrong but my camera mini controls (rotate, moveXZ, moveXY) seems to be loose when using the "PointAt".

Using the "PoV" the following mouse controls are always respected:

  • mini-control ROTATE + moving mouse horizontaly = rotation around Global Y
  • mini-control ROTATE + moving mouse vertically = rotation around a "secondary" axis (same concept as the joint secondary axis)
  • mini-control ROTATE + CTRL + moving mouse horizontally = rotation on Aux Camera longitudinal axis (torsion)
  • mini-control moveXZ + moving mouse horizontally = horizontal translation
  • mini-control moveXZ + moving mouse vertically = vertical translation ... etc.

My point is, I'm looking for a very precise, very predictable way to handle the camera using the mini-controls.

Using the "Launch to prefered state" I setup a scene with only the "PoV" prop and with the Aux Camera below it with the Aux Camera already point to the PoV. So at statup I'm already set.

[Edit] (for sure) PoV can be hiden when necessary, but it's confortable to let it in the scene so you can always knows where your camera is pointing at.

Message edited on: 04/28/2005 22:02

Message edited on: 04/28/2005 22:03


kuroyume0161 ( ) posted Thu, 28 April 2005 at 11:41 PM

Mini controls seem to respond to the PointAt relationship in all senses for me. Whether moving the mini-sphere or the camera, the mini-sphere always remains the target and centered. The only strangeness that I've seen is in DollyZ - seems to slide over to the next axis (X->Z or Z->X) at a certain distance and move the opposite direction. Don't know if this is a feature or a bug. :)

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


MarcioAB ( ) posted Fri, 29 April 2005 at 12:51 AM · edited Fri, 29 April 2005 at 12:58 AM

file_229168.jpg

Yes, the mini-sphere always remains centered, but using the first mini-control (Camera Rotation) and moving the mouse vertically (up/down) it's a strange mix of zoom and rotation where I easily lose control of the position.

With "PoV" + mini-control Camera Rotation, the only param that change are xOrbit and yOrbit. No change in any Dolly (X,Y or Z)

It's all personal preference, but please, try the "PoV" once, to compare ...

Message edited on: 04/29/2005 00:58


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