CompuServe Thread

#help with cameras

4 messages in this thread
#196620From: Gary JensenOct 23, 1995 10:48 AM
As a somewhat new user, I'm still exploring many of the neat things 3d Studio R4 will do. One thing I can't figure out is a way to make my camera view PORTRAIT instead of landscape. The photo I'm trying to match is portrait style and the only way to get that type of perspective is to turn everything sideways. As you can imagine it's sort of difficlut working with your head turned sideways (my co-workers get a kick out of it). If anyone can help, please drop me a line. It would be appreciated. – a frustrated new user
#196639From: ALAN IGLESIASOct 23, 1995 12:18 PM
Gary, your renderings will always default to the resolution (or less) of your video card as long as it is chosen as your rendering device. Try setting your image size to your requirements and choose the NULL device and see if that doesn't allow you to work in the frame aspect ratio that you are looking for. If you need to test render to your video card, compute a smaller (in terms of resolution) image size (stay within the capabilities of your video card) and render to it again. This should allow you to work and pre-render to the frame aspect you need. Hope this helps (and I hope your neck isn't too stiff!<g>) -Alan
#196733From: Oct 23, 1995 10:19 PM
Gary: >> One thing I can't figure out is a way to make my camera >> view PORTRAIT instead of landscape. In addition to AlanI's response, you could try to adjust the output pixel resolution to the dimensions of your final image, then turn "Safe Frame" on. You should get the proper perspective in the box inside your viewport. Greg Pyros gpyros@pyros.com
#196814From: David RhotenOct 24, 1995 11:03 AM
Gary: The one thing Alan didn't mention, is that, after you have set the portrait render dimensions and the null output device, you ought to select your camera viewport and then pick the "View Safeframe" option from the pulldowns. This will put a pair of concentric boxes, one green and one yellow, in your camera viewport. The outer box represents the area "seen" by your output dimensions, while the inner is the area that, if you were designing for video, represents the area actually visible on the screen (ie that area not covered by the TV's bezel). Since the camera viewport won't change aspect to correspond with your render area, you can use the outer box as a "viewfinder". Dave