pikkabrid wrote: Camera Setup in 3dsm:
Camera is looking at the world origin.
Camera is in Orthographic Projection (so, no perspective).
Camera is equidistantly positioned to the left and to the front of the origin (so, looking at the origin at 45 degrees.
Camera is raised to look down at the origin. The downward angle is 30 degrees from horizontal
Dummy (Helper) Setup in 3dsm:
Tilt dummy, at the world origin.
Rotation dummy, slightly below the tilt dummy.
The tilt dummy is attached to the rotation dummy. The vehicle to be rendered is attached to the tilt dummy, and is positioned above the origin (as if the origin is ground or rail level).
Render Sequences
This is the full render sequence of 184 sprites for an non-animated locomotive with bogie:
Sprites 0-63
Tilt is 0 degrees. Rotate 360 degrees clockwise over 64 frames.
These are the level sprites.
Sprites 64-67
Tilt is 6 degrees. Rotate 360 degrees clockwise over 4 frames.
These are the transition-to-decending sprites.
Sprites 68-71
Tilt is -6 degrees. Rotate 360 degrees clockwise over 4 frames.
These are the transition-to-climbing sprites.
Sprites 72-103
Tilt is 12 degrees. Rotate 360 degrees clockwise over 32 frames.
These are the decending slope sprites.
Sprites 104-135
Tilt is -12 degrees. Rotate 360 degrees clockwise over 32 frames.
These are the climbing slope sprites.
Sprites 136-151
Tilt is 0. Rotate 360 degrees clockwise over 16 frames.
These are the level bogie sprites.
Sprites 152-167
Tilt is 12 degrees. Rotate 360 degrees clockwise over 16 frames.
These are the decending slope bogie sprites.
Sprites 168-183
Tilt is -12 degrees. Rotate 360 degrees clockwise over 16 frames.
These are the climbing slope bogie sprites.
3dsm Angles for Loco Rendering
Moderator: Locomotion Moderators
- MjD
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3dsm Angles for Loco Rendering
This is by Pikkabird in a previous post, and thanks to selenquell for finding it again, and i feel this should be stickied
::::: WIP -- British Rail Set [BRS] for Locomotion with IA, andel, matloughe, Barry and Jonnie :::::

Researcher for the TTDP BRSet Team. Which is here.
Researcher for the TTDP BRSet Team. Which is here.
- Seelenquell
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- Posts: 1893
- Joined: 16 Oct 2004 13:42
- Location: C:\
for me the following works in cinema4d:
for trains / no bogey
pic 000-063: angle 0°, rotation clockwise 5,625° (64 frames)
pic 064-067: angle 6°, rotation clockwise 45° (4 frames)
pic 068-071: angle -6°, rotation clockwise 45° (4 frames)
pic 069-103: angle 12°, rotation clockwise 11,25° (32 frames)
pic 104-127: angle -12°, rotation clockwise 11,25° (32 frames)
for cars/trams
pic 000-031: angle 0°, rotation clockwise 11,25° (32 frames)
pic 032-035: angle 6°, rotation clockwise 45° (4 frames)
pic 036-039: angle -6°, rotation clockwise 45° (4 frames)
pic 040-043: angle 12°, rotation clockwise 45° (4 frames)
pic 044-047: angle -12°, rotation clockwise 45° (4 frames)
pic 048-051: angle 18°, rotation clockwise 45° (4 frames)
pic 052-055: angle -18°, rotation clockwise 45° (4 frames)
pic 056-059: angle 24°, rotation clockwise 45° (4 frames)
pic 060-063: angle -24°, rotation clockwise 45° (4 frames)
colors:
as i work not in 3ds-max but in cinema4d, some models from me are in company-colors. it has a lot to do with the lights.
-- company-color 1: 135/83/187 (RGB 0..255) --
-- company-color 2: 219/59/143 (RGB 0..255) --
should look odd in renderer but hey - it helps in loco
maybe this should be in the wiki as there is place for this
for trains / no bogey
pic 000-063: angle 0°, rotation clockwise 5,625° (64 frames)
pic 064-067: angle 6°, rotation clockwise 45° (4 frames)
pic 068-071: angle -6°, rotation clockwise 45° (4 frames)
pic 069-103: angle 12°, rotation clockwise 11,25° (32 frames)
pic 104-127: angle -12°, rotation clockwise 11,25° (32 frames)
for cars/trams
pic 000-031: angle 0°, rotation clockwise 11,25° (32 frames)
pic 032-035: angle 6°, rotation clockwise 45° (4 frames)
pic 036-039: angle -6°, rotation clockwise 45° (4 frames)
pic 040-043: angle 12°, rotation clockwise 45° (4 frames)
pic 044-047: angle -12°, rotation clockwise 45° (4 frames)
pic 048-051: angle 18°, rotation clockwise 45° (4 frames)
pic 052-055: angle -18°, rotation clockwise 45° (4 frames)
pic 056-059: angle 24°, rotation clockwise 45° (4 frames)
pic 060-063: angle -24°, rotation clockwise 45° (4 frames)
colors:
as i work not in 3ds-max but in cinema4d, some models from me are in company-colors. it has a lot to do with the lights.
-- company-color 1: 135/83/187 (RGB 0..255) --
-- company-color 2: 219/59/143 (RGB 0..255) --
should look odd in renderer but hey - it helps in loco
maybe this should be in the wiki as there is place for this

i did all models/renderings/textures myself. no conversions.
seelenquell.pytalhost.com has been reactivated from 16/07/28 till 18/05/31.. now it´s deactivated. at least there..
new URL is: http://seelenquell.125mb.com
seelenquell.pytalhost.com has been reactivated from 16/07/28 till 18/05/31.. now it´s deactivated. at least there..
new URL is: http://seelenquell.125mb.com
- Seelenquell
- Tycoon
- Posts: 1893
- Joined: 16 Oct 2004 13:42
- Location: C:\
i made them with 8°...
i did all models/renderings/textures myself. no conversions.
seelenquell.pytalhost.com has been reactivated from 16/07/28 till 18/05/31.. now it´s deactivated. at least there..
new URL is: http://seelenquell.125mb.com
seelenquell.pytalhost.com has been reactivated from 16/07/28 till 18/05/31.. now it´s deactivated. at least there..
new URL is: http://seelenquell.125mb.com
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