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Sprites, Camera Rotations, and Images: aka Fake 3D

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Sprites, Camera Rotations, and Images: aka Fake 3D
on Feb 11, 2003 at 7:02:20 pm


Can any one tell me how to drive the image on a sprite to reflect the angle of view of the camera? Like a quicktimeVR in Maya. What I want to do is render out a turntable view, let's say every 10 degrees around Y, then 20 divisions from the bottom to the top of the object, so we have 200 frames representing every possible view of the object, lets say a car. The point is to have the sprite pick it's image from the sequence of 200 to represent what the actual geometry would look like from it's position in space and the position and angle of the camera. The advantages of this is that we can have a 200 frame avi file that's compressed to less than a few megs, as opposed to a HUGE model that takes a huge ammount of RAM and CPU time.

Imagine a hundred thousand highly details and beautifully lit cars (maybe 12 different types, each rendered at 12 different angles) flying at the camera, with raytracing, raycasting, reflections, refractions, bump, displacements, and every high cost rendering technique pre-rendered, or something equaly crazy.

any ideas, suggestions?


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