Page 1 of 1

Camera World Space

PostPosted: Wed Oct 28, 2015 4:21 pm
by Ryan Bloomer
When importing an alembic camera, the 3D cordinates are locked to the orientation of the camera. Is there a way to toggle back to world space? For example, if the camera I imported is tilted at 45 degrees, and want to move that camera straight up on the Y axis, it will move diagonally. Specifically I'd like to be able to toggle between both, rather than having to NULL out the camera's 3D coordinates.

Code: Select all
{
   Tools = ordered() {
      WanttochangetothisWorldSpaceCoordinates = Camera3D {
         CtrlWZoom = false,
         NameSet = true,
         Inputs = {
            ["Transform3DOp.Translate.X"] = Input { Value = -0.0968510285419633, },
            ["Transform3DOp.Translate.Y"] = Input { Value = 1.1609339554142, },
            ["Transform3DOp.Translate.Z"] = Input { Value = 2.36633050273161, },
            ["Transform3DOp.Scale.Y"] = Input { Value = 1, },
            ["Transform3DOp.Scale.Z"] = Input { Value = 1, },
            PerspNearClip = Input { Value = 0.05, },
            PerspFarClip = Input { Value = 100000, },
            AovType = Input { Value = 1, },
            AoV = Input { Value = 54.7984254365672, },
            FLength = Input { Value = 30, },
            PlaneOfFocus = Input { Value = 2000, },
            ["Stereo.Mode"] = Input { Value = FuID { "ToeIn", }, },
            FilmBack = Input { Value = 1, },
            FilmGate = Input { Value = FuID { "User", }, },
            ApertureW = Input { Value = 1.2244094488189, },
            ApertureH = Input { Value = 0.944881889763779, },
            ResolutionGateFit = Input { Value = FuID { "Width", }, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 7, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 8, },
            ProjectionEnabled = Input { Value = 1, },
            ProjectionFitMethod = Input { Value = FuID { "Width", }, },
            ProjectionMode = Input { Value = 2, },
         },
         ViewInfo = OperatorInfo { Pos = { 971, 176, }, },
      },
      Merge3D1 = Merge3D {
         Inputs = {
            SceneInput1 = Input {
               SourceOp = "ImportedCamera",
               Source = "Output",
            },
            SceneInput2 = Input {
               SourceOp = "WanttochangetothisWorldSpaceCoordinates",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 969, 79, }, },
      },
      ImportedCamera = Camera3D {
         NameSet = true,
         Inputs = {
            ["Transform3DOp.Translate.X"] = Input { Value = -0.0968510285419633, },
            ["Transform3DOp.Translate.Y"] = Input { Value = 1.1609339554142, },
            ["Transform3DOp.Translate.Z"] = Input { Value = 2.36633050273161, },
            ["Transform3DOp.Rotate.X"] = Input { Value = -18, },
            ["Transform3DOp.Rotate.Y"] = Input { Value = 1.45194588251469e-013, },
            ["Transform3DOp.Rotate.Z"] = Input { Value = -4.71765815093291e-014, },
            ["Transform3DOp.Scale.Y"] = Input { Value = 1, },
            ["Transform3DOp.Scale.Z"] = Input { Value = 1, },
            PerspNearClip = Input { Value = 0.05, },
            PerspFarClip = Input { Value = 100000, },
            AovType = Input { Value = 1, },
            AoV = Input { Value = 54.7984254365672, },
            FLength = Input { Value = 30, },
            PlaneOfFocus = Input { Value = 2000, },
            ["Stereo.Mode"] = Input { Value = FuID { "ToeIn", }, },
            FilmBack = Input { Value = 1, },
            FilmGate = Input { Value = FuID { "User", }, },
            ApertureW = Input { Value = 1.2244094488189, },
            ApertureH = Input { Value = 0.944881889763779, },
            ResolutionGateFit = Input { Value = FuID { "Width", }, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 7, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 8, },
            ProjectionEnabled = Input { Value = 1, },
            ProjectionFitMethod = Input { Value = FuID { "Width", }, },
            ProjectionMode = Input { Value = 2, },
         },
         ViewInfo = OperatorInfo { Pos = { 768, 82, }, },
      },
   },
}

Re: Camera World Space

PostPosted: Wed Oct 28, 2015 5:12 pm
by Chad Capeland
Not practically, no. Using a hierarchy is the best bet.

Re: Camera World Space

PostPosted: Wed Oct 28, 2015 5:32 pm
by Ryan Bloomer
Thanks Chad, I'll find a combination of transform3D or Merge3D that can accomplish what i'm after.

Re: Camera World Space

PostPosted: Wed Oct 28, 2015 5:37 pm
by Rony Soussan
The only issue with that, is you will be loosing the explicit location of your camera in scene. Can be an issue later on.

Re: Camera World Space

PostPosted: Wed Oct 28, 2015 5:43 pm
by Ryan Bloomer
Thanks Rony, So i'll probably have to come up with a way to use duplicate cameras, so I have an original location, and the one that's moved. Not elegant, but should work.

Re: Camera World Space

PostPosted: Wed Oct 28, 2015 6:16 pm
by Chad Capeland
Rony Soussan wrote:The only issue with that, is you will be loosing the explicit location of your camera in scene. Can be an issue later on.


That's what CoordTransform Position is for.

Re: Camera World Space

PostPosted: Thu Oct 29, 2015 1:19 pm
by Ryan Bloomer
Some of the issues I run into with changing the camera with a transform node, could potentially be solved by being able to export Fusions Camera as FBX or Alembic back to 3D. is it possible to export a camera out of Fusion?

Re: Camera World Space

PostPosted: Thu Oct 29, 2015 1:34 pm
by Chad Capeland
As FBX, yes

Re: Camera World Space

PostPosted: Thu Oct 29, 2015 4:57 pm
by Ryan Bloomer
Thanks Again Chad, didn't know it was a tool, I was looking for it as a script.