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TheEmu
De em Jul 2012
7424 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tudo sobre iStripper
March 18, 2020, 5088 respostas
@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
De em Jul 2012
7424 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tudo sobre iStripper
March 18, 2020, 5088 respostas
@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.
TheEmu
De em Jul 2012
7424 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tudo sobre iStripper
March 18, 2020, 5088 respostas
@DrDoom9

Moving the camera left is (almost) equivalent to moving everything that the camera is looking at to the right and vice versa, that is why you need to use different signs depending on what position you animate. This just the same in the scenes as it is in real life.

So

Camera {
pos : 100, 0, 0 // Offset camera to the right
node {
pos : 0, 0, 0
// rest of scene omitted for clarity
}
}

offsets the camera by 100 units to the right relative to the rest of the scene, which is the same offsetting the rest of the scene by 100 units to the left realtive to the camera, i.e. to

Camera {
pos : 0, 0, 0
node {
pos : -100, 0, 0 // Offset scene to the left
// rest of scene omitted for clarity
}
}

I have used pos: rather than animate because its easier to think of the positions rather than motions, but the same logic applies. I have also ignored the camera's target which needs to be taken into account as well (see next paragraph)

I said "almost equivalent" in the first paragraph above because if you only animate the camera's position then the camera will remain pointing at the same point in the 3D space of the screen, as specified by its Target, so moving the camera left will also cause its view direction to rotate to keep the same point central in the view. This rotation will be most noticable if the target position is close to the camera (i.e. difference between the Z components of the camera's pos and target is small) and smaller if the target is a long way away. This is why it is often necessary to animate a camera's pos and target simultaneously.