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