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마지막の글 - 페이지 #843

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TheEmu
Joined in Jul 2012
7424 글

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

iStripper에 관한 모든 것
March 18, 2020, 5102 답변
@Z22

I use the 3D camera for two reasons

1) It automatically resizes clips (and other scene elements) that I want to appear to be at different distances from the camera making it easier to produce a scene that features girls at different distances. This only works if you have first matched the camera position, distance and view angle to the background and foreground elements, but if you do that then the result is well worth it - especially if you are moving clips about in the scene.

2) If you have scene with separate foreground, background and various middle ground elements then moving the camera (or zooming it by changing it angle of view) will cause these to apparently move relative to each other - i.e. there will be a visible parallax effect - which can greatly enhance the feeling of a there being a 3D scene even though it is just a set of 2D flats at different distances from the camera.

Note, there is little or no difference in efficiency in using a 2D or 3D scenes. In both cases there is a final stage that reduced to a mutlipliction of a matrix by a vector to do the projection onto the 2D surface of the screen. The difference being that in the 2D case the matrixand vector have some zeros in them that are not there in the 3D case. Furthermore, this projection matrix muliplication should, in any reasonable system have been combined with the other matrix multiplications required for scaling and rotations so it is essentlially free.
TheEmu
Joined in Jul 2012
7424 글

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

iStripper에 관한 모든 것
March 18, 2020, 5102 답변
@DrDoom9. I was about to add the following piece of Ascii art that illustrates the point

If we have a scene comprising a row of 9 objects and a camera looking at the centre of that row this looks like

1.2.3.4.5.6.7.8.9 Scene
........V........ Camera

where I have used a V for the camera because it looks like a field of view

If we increase the camera position (and its target) by +4 units this becomes

1.2.3.4.5.6.7.8.9 Scene
............V.... Camera

(If we did not increase the camera's target at the same time as increasing its position then the camera would end up oposite scene object 7 but pointing somewhat backwards towards object 5. How big that camera rotation would be depends on just where the target was placed, if it was exactly at item 5 then the camera would rotate to exactly ponit at it, if it was a long way behind item 5 then the rotation would be much smaller)

If instead we increase the position of everything else by +4, which is what happens if we nest everything in the scene other than the camera into a single node and change its position by 4. we get

....1.2.3.4.5.6.7.8.9 Scene
........V........ Camera

(If we move the scene there is no need to compensate using the target position)

I have never tried it, but I suppose you could nest everything including the camera into a node and move it by 4 units in which case you would get

....1.2.3.4.5.6.7.8.9 Scene
............V........ Camera

but that would not be very useful.
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