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Camera/Aspect ratio condundrum

Camera/Aspect ratio condundrum

2003-12-12       - By Steve Davy

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Reply:     1     2     3     4     5     6     7  

Further to the couple of posts about this last week, I'd like to restart
this thread, concerning the change in framing that occurs when you change
the aspect ratio in your render globals.

I've never understood why going from 4:3 to 16:9 changes the vertical (i.e.
in image space the Y) size of your framing, rather than maintaining this and
simply adding extra area to the sides. Can someone at least explain to me
why Maya does this? If I understood the reasoning behind it it might not bug
me so much.

We're now facing a situation here where we have a couple of hundred shots
that were all framed for 4:3 that now have to go to 16:9, with very little
planning for this (don't ask). We want, where possible, to maintain the
vertical framing and simply add to the edges of the image, as described
above.

There appear to be only two ways to do this:

1) Change the camera focal length, however the directors do not want this

2) Physically move the camera in 3D space.

The problem with the latter is that any rotation on the camera STILL causes
the framing to be slightly different, due to a different position in space
and a different lookat point.

Of course we can eyeball every shot, or I'm sure I could come up with some
ways to automate it using an offset of some kind, at least on the
translation.

But can anyone suggest anything better?


Steve Davy
3D Hack

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