倉庫/海外Site翻訳/NifTools/RenderWindowCameraControls

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NifSkope/Render Window Camera Controls Edit

The view point is the center of the render window. It is the point the camera is looking at.

 

Left mouse button: Holding the left button allows one to rotate the displayed object around the view point of the camera. Depending on what options have been selected in the Render menu the default view point will change. Example: With "Draw Axes" enabled in the menu the default view point is the axes so the default center of rotation is the drawn axes.

 

Middle mouse button: Holding the middle button allows one to move the camera up, down, left, or right. The camera's view point remains stationary relative to the camera. In other words the left mouse button will rotate the object around this new location. Double-leftclick will return the camera (and view point) to its default location without altering any rotations you have done.

 

Scroll wheel: Zoom in or out by moving the camera toward or away from the view point. The view point doesn't change. One can't zoom in beyond the view point. Double-leftclick will return the camera (and view point) to its default location without altering any rotations you have done.

 

Note: The "Walk" camera will alter the above controls' behavior (see below).

Cameras: Edit

Changing (or reselecting) the camera will reset the view. The camera location will change to show the entire object and any enabled options. The view point will be centered on the object or the options chosen (i.e. "Draw Axes").

Top [F5] - A top down view. Positive X axis is toward the right. Positive Y axis is toward the top. Positive Z axis is toward the camera.

 

Front [F6] - A 'from behind' view if the object faces the positive Y axis. Positive X axis is toward the right. Positive Y axis is away from the camera. Positive Z axis is toward the top.

 

Side [F7] - A 'left side' view if the object faces the positive Y axis. Positive X axis is away from the camera. Positive Y axis is toward the left. Positive Z axis is toward the top.

 

Walk [F8] - This is a special camera for 'walking' around the object. It starts located in the center of whatever is being rendered facing the positive Y axis. The camera controls are altered:

 

Left mouse button - rotates the camera's view. The object itself is not rotated.

 

Middle mouse button - moves the camera up, down, left, or right. The camera's view point remains stationary relative to the camera. Double-leftclick does nothing. The camera won't return to its default location. Press F8 (reselect the "Walk camera from the Render menu) to reset it.

 

Scroll wheel - moves the camera forward or back. The view point moves with the camera. The amount of forward/backward movement is much greater than with zooming as this is meant to move the camera around, not zoom the view. Double-leftclick does nothing. The camera won't return to its default location. Press F8 (reselect the "Walk" camera from the Render menu) to reset it.

 

Perspective [F9] - This is a modifier for the other cameras. It is a toggle. Toggling it will return the camera (and view point) to its default location without altering any rotations you have done. I don't have the vocabulary to accurately explain what this does, but I will try. It has something to do with how depth-of-field can distort an object based on the perspective (the position of the camera relative an object). Things look best to me with it enabled so I just leave it that way and forget about it.

 

To see for yourself what it does pick an object with height and details. A Greek support column won't show the difference well because it's more or less a pole. Greaves (armored pants) work if details vary as height does (shin guards, knee guards, thigh guards, etc.). Details need to be in the mesh not just the color map (texture). Rotate the object so it's viewed from below but not directly under. If the object is greaves it would be like they were about to step on the camera. Toggle the Perspective option. The parts closer to the camera look narrower than they should, while the parts further look wider.


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Last-modified: 2007-12-27 (木) 13:02:40