Camera FOV exports incorrectly

Gormio

27-02-2008 15:10:22

I stumbled on the same problem as described in this post and the next one. I have verified that the problem indeed is as described in the second post: the exported camera FOV value is the horizontal FOV.

I tried to change the camera FOV mode in Max to vertical but that made no difference. It's not too hard to change the FOV values by hand in the exported .osm file but that sounds like a too much burden to do oftentimes.

Lioric

27-02-2008 19:04:55

What version are you using?

This was fixed on previous year

From the 1.8.96 changelog :


Fixed camera FOV value generation

Gormio

28-02-2008 08:06:56

What version are you using?

It says "Professional Edition 1.8.995" in the export dialog. It is 1.8.96 with hotfix 207 iirc.

This was fixed on previous year

From the 1.8.96 changelog :


Fixed camera FOV value generation


Hmm. Could it be that there is something wrong with the installation of the exporter?

Lioric

28-02-2008 15:19:27

Could you provide a sample scene where this can be reproduced, it will be reviewed immediately

Gormio

29-02-2008 08:24:35

Could you provide a sample scene where this can be reproduced, it will be reviewed immediately

Well, that's easy enough, because I have this same problem with every one of my scenes :( Anyway, here's a simple test.

There are two cameras in the scene. They are identical in every other way but in the other one the FOV is set to horizontal mode and in the other it's in vertical mode. However both of these export in the same way with FOV value of 0.785398. I would be expecting a value somewhere near 0.602 (that's the value that Max indicates for the vertical FOV camera).

Lioric

03-03-2008 22:43:56

The FOV value creation issue was fixed, download the Hotfix #210oECMS available in your account page

Details about this hotfix are in the knowledge base section:

http://www.ofusiontechnologies.com/supp ... id=2&id=50

Gormio

05-03-2008 07:10:22

The FOV value creation issue was fixed, download the Hotfix #210oECMS available in your account page

Yes, this seems to work correctly. Thank you very much for the fix.

kevinlan

14-05-2008 06:35:24

The FOV value creation issue was fixed, download the Hotfix #210oECMS available in your account page

Details about this hotfix are in the knowledge base section:

http://www.ofusiontechnologies.com/supp ... id=2&id=50


Hello Lioric,
We have the same problem too , but hotfix in our account page are only to Hotfix #205oECMS, can we have the latter hotfixs?

Evak

15-05-2008 18:03:36

Wow, you pro users are a bit behind :( Hope Lioric fixed your support page updates soon. Here's the latest changelog on mine.

Hotfix #314oECMS release notes

Release Notes:

Enabled "Animation Group name" in the Object properties
For details on Animation Group names, see the Using Animation Group names article

Contains the hotfixes:



#313oECMS (03/04/2008)

Fixed camera FOV generation producing different values on specific machines at export time

Added support for shaderFX, DirectX and FX materials usage in Multi/Sub-Object materials



#312oECMS (02/28/2008)

Added support for up to 32 Texture Unit slots in the Pass material

In fixed function (non shader materials) the number of usable textures is defined by the hardware

In shader based materials, the number of usable texture units is determined by the shader model used



#310oECMS (02/06/2008)
All of the hotfixes from the 1.8.x version are contained in this update, from 100 to 207

All current hotfixes are included (up to 308)

Fixed animation keyframe issues when using the Direct3D render system

Using the Direct3D render system will not affect the keyframes in any animation, and can be used in any machine as the default system

Shader Model 3 support is enabled (shaderFX and DirectX materials)

Fixed Texture path handling in shader materials (texture file paths are correctly handled)

Improved internal constant shader parameters process

Added Viewport support for "zoom Extents", "zoom Extents Selected", "zoom Extents All" and "zoom Extents All Selected", with hotkeys or command panel ui button

Improved "rotate around selected objects" in the viewport, multiple selected objects are correctly handled

Improved Orthographic viewport handling, when any orhtographic viewport is first selected, all the scene contents (or the currently selected objects) are centered to its extents in the viewport


I can vouch that the FOV works perfectly now, I'm using it for a cockpit in my robots :).