Author Topic: Camera location and rotation in blender?  (Read 7387 times)

Offline Bungo

  • Fonline: Aftertimes Lead 3D Artist
Camera location and rotation in blender?
« on: January 05, 2016, 04:12:07 pm »
Hey, I'm working on some stuff for Fonline 2, exactly converting models I created in blender to 2D scenery objects. The only problem is camera setting to perfectly render them. Any help? :>

Offline Slowhand

  • Go for the eyes, Boo! Go for the eyes!
Re: Camera location and rotation in blender?
« Reply #1 on: January 05, 2016, 06:06:06 pm »
I am interested in that also, sooner or later I shall post a tutorial on how to do new animations. Have you tried to convert the X files into Blender? I only tried it a few times, but failed.

Offline Bungo

  • Fonline: Aftertimes Lead 3D Artist
Re: Camera location and rotation in blender?
« Reply #2 on: January 05, 2016, 08:33:39 pm »
After long search I finally found what I wanted.

Here's the link for blender lightsetup which contains properly set camera as well :>

http://www.mediafire.com/download/9yj4aehx1d4qccc/fo_almost_correct_isocam_zero_lightsetup.blend

Offline lisac2k

  • Rotator
  • Uncle Pyro
Re: Camera location and rotation in blender?
« Reply #3 on: January 06, 2016, 09:06:23 am »
The arcane tutorial by Jochua (FRMAnimator author) has been lost to the modern times, but there are pieces scattered around that might help you:

http://falloutmods.wikia.com/wiki/Generating_images_in_3ds_Max

There were also some images in that tutorial, but you'll hardly find any of those now. Luckily for all of us, I made a screenshot of a post on the NWS board concerning this matter, back then when I was working on the Mutants Rising Mod:

https://drive.google.com/file/d/0B8RqdA2qyH1MSzFYTDlaUWk1enM/view?usp=sharing

It shouldn't be hard to use this knowledge to set up the scene in the 3D rendering software of your choice, I guess.

EDIT:
Ah, here are the images and references: http://falloutmods.wikia.com/wiki/Making_animations_with_3ds_Max_and_FrameAnimator
« Last Edit: January 06, 2016, 09:16:21 am by lisac2k »

Re: Camera location and rotation in blender?
« Reply #4 on: January 13, 2016, 03:30:49 pm »
well that camera angles from that setup are off and it doesnt has any lightsetup thats near the fallout ones , even tho many scenery objects doesnt even have shadows and many smaller shadows look like handpainted to me ... another known problem is that original developers from interplay rendered their shit with the blue background and some anti aliasing on , you can see that good on some scenery objects like boxes where many blue is in that shadow pixels and its not redoable 100% like they did also fonline engine isnt fallout engine  , i played a bit around in blender and got some solid setup , still the lightning and shadow casting is a pain in the ass job and it needs some rework i guess. easiest way i guess is to render models without casting shadows and some selflightning and then just put the shadows by hand with any programm like adobe or gimp.
but my shadowcasting lightsource is pretty solid , only thing you cud enhance is the 2 lamps that lights the mesh or meshes. also the tilesize from the grid isnt 1:1 which is a shame but it was the closest setup i could get by just trying different angles.

here my blender setup for anyone whos interested.

http://www111.zippyshare.com/v/Ikgo0tS5/file.html

some example :



Cheers
« Last Edit: January 13, 2016, 03:51:28 pm by FrankenStone »

Offline lisac2k

  • Rotator
  • Uncle Pyro
Re: Camera location and rotation in blender?
« Reply #5 on: January 13, 2016, 09:09:49 pm »
Looks quite good to me ;D

When I was making the girl critter I also had to use a few tricks in Lightwave to get the shadow properly. It had been more trial&error than anything else, but in the end one should get a satisfactory result. The same applies for any other piece of GFX I used to make.

The consistency of the original assets is indeed very vague, unfortunately it's not only blue pixels around the scenery sprites. One of the best examples of this sloppy work are the thugs with cojones from Fallout 2 (e.g. Mordinos guards in New Reno), their colours washed out completely. Oh, well ::)

Thanks for sharing the blender template!