While we're on the subject - here's a little
something:
Run this (vbs) script:
NewScene
SelectObj "Camera_Root", "BRANCH"
ToggleVisibility
DeleteObj "Camera_Interest"
SelectObj "Camera"
Rotate , 0, 0, 0, siAbsolute, siPivot, siObj, siX, , , ,
, , , , 0
GetPrim "Null"
GetPrim "Null"
Translate , 0, 0, -20, siAbsolute, siPivot, siObj, siZ,
, , , , , , , , , 0
Now, hide the grid in the camera view and in any other
view - NOT THE CAMERA VIEW - select and rotate (pan) the camera.
Watch what happens to the nulls - there is
no parallax.
Now run this:
SetValue "Camera.kine.local.pposz", 1.5
(What we are doing is offsetting the camera pivot to be
'behind' the lens - to see the pivots turn them on in Visibility
options)
Now select and pan the camera as you did before and watch
the magic of parallax.
This is no limitation of XSI - it happens in all 3D apps -
but basicaly the pivot point of 3D cameras is also the Nodal point. And this
never happens in real life.
Hopefully this may be a little help to someone. If you
know the make and models of your 'real' cameras, tripods or dollies you can set
the pivot offset values to match exactly what was on set.
_rob