![]() and there are just too many questions at once. I tried to watch the video but I guess the stream was just not right. Here's a 4.75 minute movie if you want to see what I mean. Is there a way to have the camera center on the multizone model without getting this camera shift? The Multizone model, it's origin cannot be changed because there are still other models to bring into this project, and they all reference the same origin point - having said that, when I have my camera right where I want it for a perfect camera match with the sketchup camera, and then add a "Target" tag to the camera, centering on the Multizone model, the camera shifts position. There's still something I need to figure out though. Thanks for the Pose suggestion - that works too. Then I created a new take, from which I can experiment, yet still be able to restore my original camera settings by switching over to the "Camera C1 backup" take if needed. I do this now by setting a keyframe for the camera and saving it's initial view in a "Take" called "Camera C1 backup". I found a partial solution to the problem with not being able to save or protect my desired camera view. (default cage should be 1x1x1 Cheetah units AFAIK)įrancois: thank you so much for this neat trick (although I don't have SUpro so no. re-position camera, record 2nd pose etc.)Ĭ) generally speaking, it's better not to model in camera view (switch to Perspective instead)īTW difference between a/b is that b lets you tweak any camera parameter but you can revert to any saved position of it any timeĪbout Q2 I think it's likely a scale issue, don't know if it's due to original (SU) modeling units or export/import conversion. I didn't watch the video but regarding Q1 did you know that.Ī) there's a "lock parameter" option for camera objects (right click over camera icon in properties panel): this won't let you change any parameter of the camera ī) as Archie told me, the Pose tag is a great friend when you want to store different camera positions and easily switch between them (i.e. The 3D preview and the rendered image will now give you the exact same perspective/image size as in Sketchup (see attached image) Make it the active camera and verify the modified values. FBX C3D file and paste the camera object. clipping values may have to be changed too change the resolution height/width with the values noticed earlier in Sketchup change the FOV with the value you noticed earlier in Sketchup You then need to select the appropriate one (same order as in Sketchup). If you had several scenes/pages in Sketchup, you will have several cameras. Import scale should be set to 1 and “load into folder” checked too (see C3D preferences)Ħ) Once import is done, rotate the folder -90° around the C3D Y axis (so, this is the heading !)ħ) Now, open the. Look at the options and set "Generate cameras from pages" and Units as "Model Units".ĥ) Export also your model using the. Don’t export and cancel the operation.Ĥ) Export the 3D model with the 3Ds format. If you have several scenes already, they will all be exported as different cameras in the same order as they are displayed in the Sketchup windowģ) Start a 2D export and look at the window size in pixels (in the options panel). Select the zoom tool and note the FOV in the lower right corner of the Sketchup windowĢ) If not done yet, create a "Sketchup scene" (that will be used as your camera position in C3D). ![]() Resize the window according to what you want to render in C3D. However, there are a couple of things to tweak. The basic idea is to export the sketchup file under both format (.3DS and. ![]()
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