When working out where to put points where is the origin to start from, is it the centre of the document (centre of origin) or top/bottom left/right
Also how do you workout the document size so any points are placed in the correct location.
Many Thanks
Centre of origin
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Yeah, some clarity on that is needed.
As far as i figured, 0,0 is at the exact centre of a layer. The anchor point has its own x and y location, so the point of origin is not depending on its location. The x and y axis are set as a ratio. Meaning that which ever is shorter is 1 unit big and the other is matched accordingly depending on your resolution in the project settings. So if the document is 400x400 x=1 wide and y=1 high. If it's 200x200 same thing. If it's 400x200 x=2 units wide and y=1 unit high.
That's all i know.
As far as i figured, 0,0 is at the exact centre of a layer. The anchor point has its own x and y location, so the point of origin is not depending on its location. The x and y axis are set as a ratio. Meaning that which ever is shorter is 1 unit big and the other is matched accordingly depending on your resolution in the project settings. So if the document is 400x400 x=1 wide and y=1 high. If it's 200x200 same thing. If it's 400x200 x=2 units wide and y=1 unit high.
That's all i know.
- hayasidist
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what Breinmeester says is right if you have the defaults (zoom=60 and camera at x=0,y=0, z=1.732; vector layer at z=0). but there's a dependence on zoom and (relative) camera z too.
here's the maths: the zoom is the angle of view (the angle from the camera point to the top and bottom of frame - assuming that's the shortest). so half the height of the frame is tan(half the zoom angle)*(cameraZ-vectorZ). in the default that's tan(30)*1.732. tan(30) is 1/(sqrt(3); 1.732 is sqrt(3); so half height = exactly 1. That's Y(max); and Y(min) is - that. multiply by aspect ratio for X(max) and X(min).
if you change the zoom or the relative z then the coords of render area top/bottom/left/right change.
I'll leave you to figure out what happens if you pan /tilt / track the camera.
here's the maths: the zoom is the angle of view (the angle from the camera point to the top and bottom of frame - assuming that's the shortest). so half the height of the frame is tan(half the zoom angle)*(cameraZ-vectorZ). in the default that's tan(30)*1.732. tan(30) is 1/(sqrt(3); 1.732 is sqrt(3); so half height = exactly 1. That's Y(max); and Y(min) is - that. multiply by aspect ratio for X(max) and X(min).
if you change the zoom or the relative z then the coords of render area top/bottom/left/right change.
I'll leave you to figure out what happens if you pan /tilt / track the camera.
