8
Camera Match Utilit y 1233
2.
From the Rendering menu choose
Env ironment.
3. In the Common Parameters rollout, under
Environment Map, click the g ray box marked
None.ThislaunchestheMaterial/MapBrowser.
4. Be sure to set Browse From to New; if it isn’t set
already, then choose Bitmap from the list and
click OK. The Select Bitmap Image File dialog
appears.
5. Navigate and select the appropriate bitmap and
then choose Open.
Use Map is turned on automatically.
6. Render the viewport to verif y that the
background appears in the rendering. Press
SHIF T+Q to render.
To establ ish the bitmap back ground to display in the
viewport:
1.
Choose Views menu > Viewport Background
to display the
Viewport Image dialog (page
1–38)
.
2. Under Background Source, click Files. This
launches the Select Background Image dialog.
3. Navigate and select the appropriate bitmap and
then choose Open.
4. SetAspectRatiotoMatchBitmap.
5. Mak e sure Display Background is turned on,
and then choose OK.
The background appears in the viewport.
Note: You can click the Use Environment
Background button, but then you don’t have
the Aspect Ratio controls.
To crea te CamPoint objects:
1.
In the Helpers group of the Create panel, open
the list and select Ca mera Match.
2. OntheObjectTyperollout,clicktheCamPoint
button.
3. Open the Keyboard Entry rollout.
4. Enter the coordinates of the first CamPoint
object (0,0,0), click the Create button, a nd then
enterthenameinthenamefield.
Tip: To use the keyboard, first click in the X field ,
enter its va lue, and then press TAB to move to
the next field and enter its value. Continue this
until you tab to the Create button, and then
press ENTER to create the CamPoint, followed
byTABtomovebacktotheXfield,whereyou
can start again. You can create all the CamPoint
objects with default names, and then use the
Select By Name floater (Tools > Selection
Floater) to select and rename the six pointers.
5. Repeat the above steps for the remaining
CamPoint objects.
Note: An alternative method is to create the
CamPoint objects anywhere in the scene, and
then reselect each of them and enter their
absolute coordinates using the Transform
Type-In.
You now have the CamPoint objects o ccupying
real-world coordinate positions that correspond
to the struc ture in the bitmap image. The last
sequence of steps involves using the Camera Match
utilit y to specify the screen coordinate points,
one for each CamPoint object, and generating a
camera position based on the data.
To use the Camera M atch utilit y:
1.
On the Utilities panel, click the C a mera Match
button.
The Camera Match utility appears, listing the
CamPoint objects.
2. Select the first CamPoint object and click the
Assign Position button.
3. Placethecursoroverthecorrespondingfeature
in the bitmap and click.
A small, red cross appears.