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Thread: cameras

  1. #1

    cameras

    I can't find the answer to this question in the COLLADA specification

    When you are looking through a camera, what local axis does the camera look down?

    To try and clarify furthur: Camera has a world position and orientation, we look through the camera and we see objects in relation to the cameras local space. An example camera space would have +ve z increasing away from the camera, so that +1000 is far away and +1 is close, with +ve x increasing from left to right, and +ve y increasing from bottom to top.
    In this examples the camera is looking down it's +ve z axis.

    Other schemes have the camera looking down the -ve z axis.

    So which is correct for Collada? It seems the Maya and Max exporters do not agree.

  2. #2

    Re: cameras

    We use the camera that is standard in OpenGL and most modelers:
    - right handed coordinate system
    - the camera is looking down the negative Z axis (positive Z is behind the observer)
    - the up-vector of the camera is the (local) Y axis (the X axis points to the viewer's right)



    I hope this helps.

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