I have a couple of questions about the camera InterestPosition property.
Should InterestPosition only be used if the ViewCameraToLookAt property is true?
Does InterestPosition override rotation from the camera node’s LclRotation? I assume it would.
If LclRotation has animation, InterestPosition will never be considered. In fact, to correctly evaluate the LookAtPosition, the FBX SDK first checks if there’s a Target object on the node, then LclRotation, and then use InterestPosition if all fails. InterestPosition shall not be animated.
Thanks Robert. What happens if LclRotation is not animated though?
One scenario I can see in that situation is that I would look at ViewCameraToLookAt and if that was true then I would use the InterestPosition to set the orientation. If it was false I would use LclRotation. Is that a correct interpretation?
The property InterestPosition value can only be considered if there’s no Target object connected to the node, and if there’s no animation on LclRotation. It’s really just a last fallback in case everything else failed.
Sorry to be a nuisance, but I want to make sure my importer is doing the right thing with cameras. I understand about the Target object and animated LclRotation. Let’s say I have a camera node set up like this:
- It doesn’t have a Target object.
- LclRotation is not animated.
How do I know if I should be considering the InterestPosition in this situation? Should I be checking the ViewCameraToLookAt property to see if it’s true? Should I be checking InterestPosition.IsValid() ?
Does the InterestPosition override the LclRotation of the camera? You say it’s a last fallback but it looks like to me that for a non-Target/non-animation-rotated camera there are still two factors in play here. There is the InterestPosition and there is the non-animated LclRotation value. My guess is that the InterestPosition would override the LclRotation but it’s only a guess on my part.
Here’s what I’m guessing the order of precedence for finding the camera orientation would be, with Target object being the first factor considered:
LclRotation with animation
I had a look at the MotionBuilder docs but it didn’t really clarify anything for me.
Thanks for your help.
1. Target Object
2. Animated LclRotation
3. Interest Position