The orthographic camera

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The orthographic camera

Postby Dave » Thu Jan 03, 2019 10:55 pm

First of all i'm really glad makehuman 1.2 is out and it just works great ! I ilke the new features and the community assets are really cool especially the downloader ! There's only one thing that makes makehuman unusable for me (and as i see for other users too) and that is the UGLY orthographic camera. Why on earth would anyone use an orthographic camera in a 3d modeling tool ? Makes no logical sense whatsoever. 99.99% of modelling softwares are using a perspective camera, which already stated in the forum makes the model look completely different than in makehuman. In orthographic view you can't approximate the proportions of the character. Looking from different angles the character completely looks different and ridiculous .If you look at it from the top his feet is big as bigfoot's if you look from the bottom his head is big as a watermelon. Also the face changes drastically if you look it from different angles.
Also i can't understand the stubbornness of the developers about the topic ! I don't think the universe would collapse if you implement a radiobutton set called "view mode" and with two options : "orthogonal" and "perspective" so everyone could use what ever they like.
Also whenever the ortho/perspective issue pops up in the forum and people complain about the distorted characters the devs suggest to switch their software/ game engine to ortho mode to avoid the distortion. That's absurd. I think it's not a great idea to force Blender , Autodesk , Unity , and the other engine users to adapt to some idea that clearly isn't popular among users. Especially if the problem could be solved with a simple checkbox.

I really like makehuman. And i hope one day the developers will get over this uneccessary limitation.
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Re: The orthographic camera

Postby Elvaerwyn » Fri Jan 04, 2019 12:55 am

~not to derail you but by chance did you try the plugin in this post?


Still seems to be viable.
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Re: The orthographic camera

Postby Dave » Fri Jan 04, 2019 2:37 am

Yes, that's exactly what i was looking for ! Thanks. I saw that before i just didn't realize there is a plugin attached in the post. Anyway , thanks !
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Re: The orthographic camera

Postby punkduck » Fri Jan 04, 2019 9:35 pm

Dave wrote:Yes, that's exactly what i was looking for ! Thanks. I saw that before i just didn't realize there is a plugin attached in the post. Anyway , thanks !

Well I now did the first software-fixes considering exporters of triangles etc. The code of perspective view was still in MakeHuman 1.0 and 1.1 but not really used.
The version Elv mentioned might yet work. But it was more or less a hack.

I have redone it and Aranuvir placed this version on GitHub.

but we thought of a version usable everywhere with something like a Vertigo zoom inside, so that you can change focal length and zoom to character until the head e.g. fits to a photo.

It took me a while to find the lines I answered, because I send it as an answer to a complete different topic :(

But here it is ...

The problem is, that it is/was not possible to do a complete navigation override to the orbital camera with the knowledge I had in those times.

Maybe this can be used alternatively in future. But to have a better start I should redo this with my knowledge now and re-create a plugin which is more accepted ...

My first proposal is kind of a integrated viewer plugin. When you leave the viewer, the system switches back to default orbital mode. I will get too many questions otherwise, because without hitting the reset position button nobody is able to find the character again :)

If I am really able to do a Vertigo zoom depends on my mathematical knowledge which slowly seems to fade away, but at least you will be able to change all necessary parameters.

Greets ...
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Re: The orthographic camera

Postby joepal » Sat Jan 05, 2019 10:41 am

My suggestion is to turn this into a community plugin under If there's interest in developing this further, I can set up a basic repo there and give commit access to those who are interested.
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