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Support for bbox/bsphere framing? #1
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That is a very good question, and got me thinking for a while! It does seem like a useful feature to have, but at the same time, I think it would be entirely orthogonal to the current camera rigs. Please correct me if I'm wrong, but I believe the framing would sit on top of the rig, using a final interpolated position and rotation. It probably wouldn't then interact much with the camera rig, and be a separate system instead. Now would it make sense for it to be part of My current thinking is that those bits would fit better in a sibling crate, but if it's something you're passionate about, and would like to contribute to |
In the context of this crate I would assume you feed this In any case, all you want then is that the camera's position is shifted to frame the geometry under that constraint. There is really not much to it. Basically Does that make sense? |
Ah, I think I misunderstood what you meant then -- I thought you were suggesting that the framing would happen by adjusting the camera's fov. In that case the crate would start concerning itself about optics, and that potentially opens the flood gates to a whole lot of other features, changing the scope quite a bit. Framing by shifting the camera position sounds less problematic for sure -- in such a setup, only the framing driver needs to know anything about projection parameters, not the entire rig. That would probably make sense. |
Yes, sorry for not being more precise about this. The name of the crate very much suggests this too and so I both get and second the idea that anything beyond belongs either in another crate or at least behind a feature gate that prevents the compiler from seeing it at all, if the user doesn't request it. I.e. what I meant was just what is minimally needed to change position. |
I saw in the readme that field of view is (intentionally) not part of this. But could it be?
Framing an object (smoothly) based on its bbox/bsphere is a common task for such rigs in the wild.
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