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Exact Isometric Camera Angle?
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Mighty BOB!
AA Infantry


Joined: 05 Oct 2005
Location: USA

PostPosted: Tue Mar 03, 2009 4:52 am    Post subject:  Exact Isometric Camera Angle?
Subject description: for rendering 3D models to SHPs
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Hi I'm a newb to editing Tiberian Sun. I have only one question. Is there an exact angle people have figured out that I should set my camera to when rendering out a 3D structure to be an SHP (so it matches the ones in TS already), or am I just going to have to eyeball it?

I checked the search function but didn't come up with anything useful about the correct angle aside from that it is isometric and not perspective which I already know.

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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Tue Mar 03, 2009 5:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I have wondered this same question for a long time. My intuition tells me 45 degrees on the x and z axis.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Tue Mar 03, 2009 5:04 am    Post subject: Reply with quote  Mark this post and the followings unread

by definition, shouldn't it be that when you look at the corner of a cube, all three faces appear to have 120 degree angles?

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Regulus
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Joined: 16 Feb 2008
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PostPosted: Tue Mar 03, 2009 5:20 am    Post subject: Reply with quote  Mark this post and the followings unread

i guess. I have no idea about stuff like that.



here is some information on it.

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Mighty BOB!
AA Infantry


Joined: 05 Oct 2005
Location: USA

PostPosted: Tue Mar 03, 2009 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah see I wasn't sure because different 2D/2.5D games in different franchises render from different angles so I'm not sure what is correct for TS specifically.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 03, 2009 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

found via forum search using the keywords "isometric" and "camera" Wink
http://mirror.creativegaming.net/3D2SHP/

And on Tibweb you can find a tutorial where i also uploaded 3dsmax example files for different building foundations with already set camera and lights.
(***) how to create SHP units with 3dsmax

The exact angle for the camera is 30° downwards. In other words the angle between the groundplane and the camera view direction is 30°.
image from the first link

Then activate orthographic view (not perspective) for the camera and you have the exact same view as the original ingame buildings/units.

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Mighty BOB!
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Joined: 05 Oct 2005
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PostPosted: Tue Mar 03, 2009 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah thanks a lot. That definitely goes over the technical info I was interested in. Wink

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Team Black
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Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Mar 03, 2009 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are we going to see some sexy shps soon, Bob?

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Mighty BOB!
AA Infantry


Joined: 05 Oct 2005
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PostPosted: Tue Mar 03, 2009 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually Team Black I'm afraid not. I must confess that my real motive for this post was so I can compare precision 3D replicas of TS structures I'm making with their 2D counterparts directly at their exact angles.


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Aro
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Joined: 10 Sep 2006

PostPosted: Tue Mar 03, 2009 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shame. I was about to ask if you wanted to fill the position on TI as a modeler. #Tongue

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Mortecha
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Joined: 30 Nov 2006
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PostPosted: Tue Mar 03, 2009 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 03, 2009 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

i use 30° for all my buildings and get the same 2:1 pixel step

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Mortecha
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Joined: 30 Nov 2006
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PostPosted: Tue Mar 03, 2009 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread


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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Mar 04, 2009 3:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, this only applies to pixel-based applications like Flash, not to most 3D programs. So you should be safe with the 30 degrees.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Mar 04, 2009 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread

as you can see does the 30° angle indeed give better results.



isometric.png
 Description:
30° vs 26,6°
 Filesize:  13.5 KB
 Viewed:  9456 Time(s)

isometric.png



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SHP Artist of Twisted Insurrection:  Nod buildings

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Blade
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Joined: 23 Dec 2003

PostPosted: Wed Mar 04, 2009 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wasn't this debated ages ago that 30 degrees was in fact what was used for the graphics in TS and RA2?

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