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hugodog
05-11-2003, 04:37 AM
Hi,

I'm a bit confused here. On my current project. I got a video
shoot for background that seems to be a bit strange.
I'm trying to match this background with the 3D room and
floor that I created in 3D max. But somehow, the perspective
is all wrong and different.

I think this is cause by the lens of the camera.
Seems like I have to reduce the perspective amount closer
to orthographic view. I've tried different max's camera lens
& FOV setting, but can't get a match. Somehow it's like
I have to reduce the perspective to get it right..

Is this possible in max?

Thank you for your help,
Regards,
hugo

mouj
05-11-2003, 11:22 AM
Howdy !

I don't quite understand your problem, really - are asking if Max can use othographic projection ? or are you asking if it is possible to reduce perspective ?
Anyhow, both are possible, indeed. As for your bitmap, well if it does have a funky perspective maybe it was rendered using an ortho cam, thus if you were trying to reproduce it / match it you'd need an ortho cam as well.

mouj

VHashishV
05-11-2003, 06:52 PM
are you trying to do a camera match? I have been trying to get that right myself.
So you have a background that you want to put 3d objects in?
If that is the case, the camera match tutorial will show you how to put in camera points and max does a little math and then, wam, there is a camera all matches to your background.
If you measured out points from the camera to objects in the scene of your background that is. Like the corner of a desk, a light, stuff like that.

Otherwise you did what? Render/enviornment/background/ and an AVI or something?
Is it set to match viewport or?

I could be wrong, but i did a quick clip with a 3d flu buzzing around my head and had the same problem. Trying to rememeber if it also has to do with the size you captured the video or compressed it. Might have changed it also that way.

Just an idea.

hugodog
05-12-2003, 03:58 AM
Hi mouj,

Yes, I guess I'm trying to reduce the perspective.

Simple example here. I created a simple floor and
table in 3dsmax to match the floor and table on my
video background. But I can't get all the corners of
my table and floor to match the real corner of the
floor and table.

Seems like I have to reduce the perspective of Max's
camera a little bit.

You were saying that's possible (reduce perspective)?
How?

Thanks guys...
regards,

Dave Black
05-12-2003, 05:00 AM
You need to adjust the camera's "FOV" or Field Of View.

It's the little Icon on the lower right of your screen by your zoom icon. It looks like a >

Just click it and drag to adjust the level of perspective. Ramp it all the way in and you'l get a fish-eye lense, all the way out, and you'l get an isometric view.

-3DZ

:D

VHashishV
05-12-2003, 05:28 PM
look at that. sweet

LFShade
05-12-2003, 06:17 PM
While you would ideally have markered and measured the set before taking the video so that you could do a good cam match, it might help at least a little you if you knew what camera - and what settings - were used for the take(s). But if it's a moving shot and you don't have markers for a camera match, then I suppose you'll have a very hard road ahead:)

RH

VHashishV
05-12-2003, 06:53 PM
No not really. I did one, as a class thing. Tried to recreate the camera movement from the mommy returns as the mommy walks around the girl. Just a simple tilt side to side.

I did not recreate the set, but I just did it in the class room, set up a camera, and shot the real person doing the look around as the camera mocks the movement of the mommy walking around the character. I tried to do it with a star wars droid.

There was an L shaped corner of the wall in the background. It gave me 3 sets of parallel lines with the floor, and ceiling. I made the 3 walls in max, all with 90 degree corners, and then lined up the lines of the floor and ceiling by moving the camera till the 3 angles were close, then I just did a little bit of scaling to get the right height and length.
I just lined up the lines, and if they formed a different vanishing point, then I knew the lenses was like a fisheye or something. Then I just did the camera tilt like they did in that one scene and made sure I kept the room angles in the background correct.
It was a cheep way of doing fudge trigonometry, a little choppy but.
Then I went back and measured it all out and it was really smooth.
I think I got the wire someplace.

VHashishV
05-12-2003, 08:35 PM
This was like our 4th project in class. Really ruff week work, but it was a heck of alot of fun.

http://www.teamsolorobotics.com/images/FXpics/jopan1.jpg
http://www.teamsolorobotics.com/images/FXpics/jopan2.jpg

and the wire.
http://www.teamsolorobotics.com/images/FXpics/wiretop10001.gif
http://www.teamsolorobotics.com/images/FXpics/wirefront0275.gif

It was done in an hour. Just grabbed a model and tossed it in there to get a grade. :hmm:
But we did not use camera points. And it lined up ok, but when we paned the camera in max, it was a really choppy. like every 10th frame we would reset the lines to the background. When we set it every like, every 40 frames, it smoothed out a little but it ws really noticable.

Also I noticed that the real camera has to be totally level otherwise the angles start to go all to heck when you pan it. We did not notice that till we tried to match the camera's. The real camera was starting to tilt on the x and y and all we wanted was a rotate on the Z.

We looked at the tripod and it was a bit off so we redid it and measured it all out. I think my partner has all that stuff.


:hmm: :hmm:

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