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Camera position and rotation

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MikePelton
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Camera position and rotation

Hi all - am translating multiple camera positions and orientations from another system into FBX. I'm not quite getting how a camera gets its rotation - do I set a rotation on the camera node itself, or do I have to have it look at a marker that has the appropriate rotation instead? 

Thanks

Mike

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MikePelton
in reply to: MikePelton

To answer my own question (in case someone else comes this way) the camera takes its geometry from its up vector, its point of interest, and the translation of its node. I couldn't get Mari to read cameras properly without an associated marker, so the targeting's set up exactly as in the Cubes sample, but I needed to set the up vector and the look-at point of interest to define the roll pitch and yaw.

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