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max camera -> houdini


sky

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From this article:

http://sparks.discreet.com/knowledgebase/p...CamToD3DCam.htm

It states that 3DS Max's camera is :

(Up, Front, Right) == (+Z axis, +Y axis, +X axis)

However, Houdini's camera is :

(Up, Front, Right) == (+Y axis, -Z axis, +X axis)

This means that you must convert your camera transform parameters appropriately.

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  • 5 weeks later...

Hi edward

I tested it, but I confused yet.

If translate value are t[xyz] = [ 1 2 3 ], r[xyz] = [ 4 5 6 ],

What are correct converted value in houdini ?

> Houdini's camera is :

> (Up, Front, Right) == (+Y axis, -Z axis, +X axis)

Is Front -Z axis ?

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Yes. So I believe you would need to rotate your camera's -90 degrees in world space. The easiest way to do that is probably to create a non-displayed null object with -90 in the rx value and then parent your camera as a child of this null.

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  • 7 months later...
Thanks... That may be useful in the future. ;)

You can query the camera's transform matrix directly, by getting the .tm or .transform.matrix property of the camera object.

I'm pretty sure you can also construct your own transform matrix to do the rotations and inversions for you, multiply the two together and generate your rotations and position information that way in one easy step.

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