3dsm Angles for Loco Rendering
Posted: 01 Mar 2006 22:27
This is by Pikkabird in a previous post, and thanks to selenquell for finding it again, and i feel this should be stickied
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.