Working with Camera / Maya

This page contains the information on how to setup Maya's cameras to be used with Verge3D.

Setting Up in Maya

Simply add one of the supported cameras to you scene:

Alternatively, you can configure Maya's default camera such as persp.

Verge3D Per-Object Camera Settings

Each camera in Maya is assigned with Verge3D settings:

Verge3D camera settings in Maya
Specify what type of controls will be assigned to the camera in Verge3D:
Panning Enabled
Enable/disable camera panning.
Rotation Speed
Camera rotation speed factor.
Movement Speed
Camera movement speed factor.

Orbit Camera Settings

Orbin camera settings in Maya
Perspective Distance Limits

Distance limits for the perspective camera. In Verge3D realm, "zooming" for the perspective orbit camera means "moving forward/backwards", thus distance limits assigned to such a camera indirectly affect the min/max limits of zooming.

If you need to perform zooming by changing the camera field-of-view (FOV), while keeping the camera in place, use the set camera param puzzle.

Orthographic Zoom Limits
Zoom limits for the orthographic camera. In Verge3D realm, "zooming" for the orthographic orbit camera means "making camera volume larger/smaller". The camera itself don't move.
Vertical Angle Limits
These values limit the vertical (up-down) camera rotation.
Horizontal Angle Limits
These values limit the horizontal (left-right) camera rotation.

First-Person Settings

The following settings allow you to setup first-person camera controls without using Puzzles or JavaScript.

Firstperson camera settings in Maya
Collision Material

Collision material which will be used to control the zone the camera can move within. Basically, the zone above this material is allowed, all other places including empty is forbidden. If you don't specify this value, the camera will operate in free-flight mode — Flying.

If you don't want the collision object to be visible to the user, just hide it in Maya (use the render switcher with camera icon on it).

Hide firstperson collision object in Maya
Gaze Level
First-person camera "gaze" (or "head"/"eyes") level.
Story Height
Maximum height of the story. Specify if you need multiple floors in your scene, such as two-level cottage or large shopping mall.
Enable PointerLock
Enable the pointer lock feature to capture the mouse pointer upon app start. The user should click somewhere on the screen to lock up the cursor and move in 3D space without the need to click/drag with the mouse buttons.

Rendering Settings

Render Background
Enable to configure background color in Verge3D. See more information about this feature here.

Fit to Camera Edge

Fit to Camera Edge is a technique to draw screen-space UI elements based on Maya models. This approach to UI design is more “native” to the 3D artist than using HTML/CSS, and does not require external tools. But there is more in it: since the UI elements are genuine 3D objects, you can apply shaders, lighting, animation, morphing – you name it – making them truly interactive and seamlessly integrated into the scene.

When you parent some object to the camera, the following settings appear on the Advanced Rendering panel:

Fit to camera edge settings in Maya
Horizontal canvas edge to fit object to. None — no horizontal fit, Left — fit to left edge, Right — fit to right edge, Stretch — scale object horizontally to fit on the screen.
Vertical canvas edge to fit object to. None — no vertical fit, Top — fit to top edge, Bottom — fit to bottom edge, Stretch — scale object vertically to fit on the screen.
Canvas fit shape. Box — use object's bounding box, Sphere — use object's bounding sphere to fit the object on the screen.
Fit Offset
Additional offset used to fit object on the screen. Effectively, this value extends object bounding (box or sphere) by the specified absolute value.

Camera Control with Puzzles

You can use camera puzzles to control your camera in real time.

Got Questions?

Feel free to ask on the forums!