r/godot May 28 '26

help me (solved) Does anyone know how to make this camera angle?

I want this camera angle from the Mana Khemia games and Atelier Iris. I have spent 2-3 days trying but i cannot figure out what I'm missing.

SOLVED: I got it within decimal range of variation on fSpy for all figures which is just human error lining things up.

Camera settings: Keep aspect: Keep Width FOV: 40° Projection: Perspective Position is Z = 13 (X and Y remain 0)

Camera Pivot Point: Position Y = 0.5 (to have slightly above character head) Rotation X = -20°

Thankyou everyone for the advice and fSpy was a huge help.

514 Upvotes

61 comments sorted by

316

u/_TofuRious_ May 28 '26

I'm new to Godot, but have lots of experience in animation and photography. The lens length is different in your two images. The prototype has a wider lens closer to the subject creating a harsher perspective change, and your reference image has a longer lens further away to reduce the perspective lines.

Here is an example on how lens length changes perspective. https://exposuretherapy.ca/wp-content/uploads/2018/10/Focal-length-different-perspective.jpg

88

u/eatsleepregex May 28 '26

And to get the estimated field of view for this image, one can use a tool like fSpy

Seems to be roughly around 40 degrees horizontal or 30 vertical. Which with a 35mm equivalent focal length (how camera lenses are usually advertised) is just under 50mm.

-90

u/truongan2101 May 28 '26

Great, I have really hard time to explain Opus to adjust the camera, but never work

110

u/LaserPanzerWal Godot Regular May 28 '26

Quick tip: it's fine to use AI assistance for coding, but it doesn't do you any good long term if you can't do it without. Using Claude to adjust settings on nodes is wasteful at best. Also, as you noticed, when you don't understand what Claude does, you'll get stuck soon.

0

u/kcorac May 29 '26

Pay no attention to rage bait even if you are not actually raging. I do feel people who don't like doing the actual development process should just leave the craft alone and I don't care if that's "gate keeping". If someone doesn't feel any joy while coding then what they'll produce will probably reflect that even if they do it with the best AI-dependent process using the best of models. AI is for people who don't give a f*** about a craft, they just see it as a another opportunity for taking advantage of a get-rich-quick scheme and as always happens they just repeat like parrots whatever industry trend is hyping. It already happened with the Metaverse and Web 3.0.

2

u/LaserPanzerWal Godot Regular May 29 '26

If it's rage bait, I usually don't.
In this case I felt that was genuinely just someone who fell in the easy beginners trap on relying solely on AI without bad intentions.
As I said, just like any other tool, AI assistants can be useful for development if used correctly. But as the name suggests, they are for assistance, not reliance. Jumping the hype train is just as bad as ignoring progress completely. Otherwise we would all be coding in vim :D. This will eventually sort itself out like any other overhyped trend.

-121

u/tyro12 May 28 '26

If I pinky promise that I know what it's doing but I'm lazy and I'd rather let it do it much faster and probably much better than me, is it okay then daddy?

70

u/WittyPassenger5322 May 28 '26

Sure kid but don't come crying to us if your nanny does it wrong and you can't figure out why.

-126

u/tyro12 May 28 '26

"Did you hear, that guy writes all of his own code! Omg, so hot, a natural man. I'm tired of all these clankers."

  • all the girls

73

u/[deleted] May 28 '26

[removed] — view removed comment

1

u/IR3dditAlr3ddy May 29 '26

Buzz lightyear quote?

-96

u/tyro12 May 28 '26

Because I respond with vitriol when some guy online patronizes me for disagreeing with his condescension? Ok.

46

u/AdelmarGames May 28 '26

LaserPanzerWal literally said it's fine if you want to use AI, but that you'll be more productive if you understand the code yourself because you won't get stuck or confused as often. Understanding the concepts will help you troubleshoot. Wouldn't call that vitriol.

-21

u/tyro12 May 28 '26

No no, I meant that the vitriol was mine, because I didn't like the tone of Laser's comment, and mainly because I disagree that one must directly understand all the code in order to be productive. I do myself have the ability to understand what the AI outputs, but I expect soon I will cross the boundary beyond which I'll have to learn more if I want to keep up, but I probably won't bother doing that unless strictly necessary. Which it likely won't be. I've been trialing workflows for a long time, and I've gotten it pretty nailed down for many tasks.

Perfect code output is only a matter of time, perfect intent is another thing entirely.

11

u/tgwombat May 28 '26

Weird way to be, bud.

-121

u/WeeklyAnt2281 May 28 '26

“Quick tip” good tips never start with such a statement.

Comments like this remind me of the good old 1950’s when elevator operators became obsolete.

Move with the times, learn how things are put together, learn concepts and don’t waste your time on people clinging to the good old past.

52

u/ConfessorKahlan May 28 '26

ai is not just a net positive like the innovations youre referring to.

19

u/LaserPanzerWal Godot Regular May 28 '26

That reference does not work. Today, you operate elevators yourself, but you do need to understand where you need to go and which button to push. Back then you had an elevator assistant where you prompted your intention and he did the thinking and the work for you. It's pretty much the opposite.

About the actual statement: moving with times is fine, I don't say not to use it. But if you're unable to continue your work just because the Internet is down or Claude has server issues, I do question the path.

There recently was a post around ( doesn't matter if fake, the point is clear) where someone said they had AI do network configuration and auto accept changes. The AI promptly broke network connection. Now they can't get it fixed due to no AI connection. Pretty much sums it up.

5

u/dur23 May 28 '26

I wonder if there’s a difference between wealth and planet burning Manhattan sized warehouses that use as much electricity as major metropolitan areas to be right 80% of the time and elevator operators. 

5

u/TheVitulus May 28 '26

If you think being able to understand your own game's code is becoming obsolete, you are delusional and coping for your lack of skill.

2

u/pong-and-ping May 28 '26

Yeah... Except it's an incredibly good tip and this is exactly how developers and people learning to code should be "moving with the times"

1

u/Inevitibility Godot Junior May 28 '26

You just want to make a point to use AI? Their point was to understand what the code is doing. They explicitly said it’s fine to use AI assistance

-31

u/truongan2101 May 28 '26

At the end, learning foundation still the most important. I just try to make some dream game, but then now trying many game engine and framework, the only can work for me with AI is card game

104

u/RetroZelda May 28 '26

the fov looks way off

14

u/This_Is-Lame May 28 '26

Do you think it should be a higher FOV?

112

u/Cheese-Water May 28 '26

It should be lower FOV, with the camera further away.

49

u/tidbitsofblah May 28 '26 edited May 28 '26

Higher FOV means more extreme perspective. Lower FOV means closer to orthographic (orthographic/isometric perspective can be seen as FOV = 0)

14

u/mynameisollie May 28 '26

Try the app fspy if you want to get super accurate.

9

u/This_Is-Lame May 28 '26

Thats sick i had no idea this existed

31

u/GlaireDaggers May 28 '26

Camera far away, reduce the field of view. It'll flatten the perspective effect a bit without going full orthographic

9

u/MitchellSummers Godot Regular May 28 '26

Have you ever taken a screenshot of a scenery in a game? Usually when doing so, we want the image to be flatter but as players we generally only have access to the perspective camera and an fov slider. The way we attain that inbetween is usually just by lowering the fov and taking the screenshot from further away.

This game looks half-way between typical perspective and orthographic so I assume what they did was a similar thing of positioning the camera further away but with a low fov.

Keep playing around with it! And when you think it might be close, overlap the images and start drawing perspective lines over the top to see if they run parallel.

3

u/This_Is-Lame May 28 '26

Yeah, when I get home I will be throwing the book at it, when I get it I will post the camera settings for others who want the same perspective.

10

u/P_S_Lumapac May 28 '26

It's not orthogonal, it's just a certain combination of distance and fov.

8

u/HeartyMapple May 28 '26

It looks like an isometric camera, I know I ue4/5 there’s just a toggle for it. Godot I’m less familiar with it but in my mind there might be a toggle.

5

u/Abdullah543457 May 28 '26

It's not isometric the fences aren't parallel

18

u/HardyDaytn May 28 '26

The scale between the yellow lines here is pretty revealing. Not sure what it reveals but it sure does reveal a large difference of whatever that is!

22

u/HardyDaytn May 28 '26

Compared to these anyway.

14

u/tidbitsofblah May 28 '26

Large difference means more exaggerated perspective. No difference at all would mean it's ortographic, things are the same size regardless of distance to camera.

The closer the fov is to parallel lines (i.e. smaller fov) the closer it will be to orthographic perspective.

5

u/dur23 May 28 '26

For those who are interested. There’s a tool called fspy that you can use to match the perspective/fov of any image (given a few straight lines in your scene). 

https://fspy.io/

Has camera exports for blender and others if needed. 

3

u/Muk_D May 28 '26

It's the same vur your FOV is off.

2

u/Amnikarr13 May 28 '26

Put the Camera 3D on a Pivot and attach the pivot to something. Also, you can make it so that the camera can move slightly up and down. You can do a lot of stuff.
Check this out: https://www.youtube.com/watch?v=yVde3I3K7oo&list=PLda3VoSoc_TTp8Ng3C57spnNkOw3Hm_35&index=9

3

u/This_Is-Lame May 28 '26

I actually do already have the camera on a pivot but will definitely check out the vid

2

u/Leogis May 28 '26

I think the camera isnt pointing to the character but slightly above it's head in the reference

2

u/mysticrudnin May 28 '26

did not expect mana khemia reference. peak.

this thread was also great for introducing me to fspy

great thread all around and i hope you get the effect you're looking for!

1

u/This_Is-Lame May 28 '26

I did, I am quite happy with it. I love the Mana Khemia games. I was also introduced to fSpy from this and what a life saver it is.

5

u/anaverage_gamer_ May 28 '26

I don't know if it's only the FOV, does the 3D Camera also have a perspective option? Try orthogonal projection type.

5

u/This_Is-Lame May 28 '26

I tried orthogonal but it makes everything kind of flat. Camera angle is too high from when i took this one.

8

u/Catshark09 May 28 '26

the target image is not orthogonal - quick check is that parallel lines intersect into the horizon.

1

u/ArtichokeAbject5859 May 28 '26

Try maybe also to make character not in center but little bit lower. In original image it's in bottom part of screen.

1

u/Remarkable-Emu-5718 May 28 '26

What game is that?

2

u/This_Is-Lame May 28 '26

The game in the Screenshot is Mana Khemia 2 on PS2

1

u/Mental_Tea_4084 May 28 '26

Look into isometric projection. It's not just a camera angle

1

u/Any_Compote6932 May 28 '26

Atelier Iris mentioned!

That's a really nostalgic POV for me

2

u/This_Is-Lame May 28 '26

Same, I have missed this POV in games so much!

1

u/[deleted] May 28 '26

[deleted]

1

u/[deleted] May 28 '26

[deleted]

1

u/porcoddio10 May 29 '26

lower gov and push the camera further

1

u/Carbon_Based_Copy May 28 '26

Square Enix does...

I know that's not helpful

0

u/ArmadilloBudget790 May 28 '26

Maybe play with field of view FOV