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Simulating Isometric Cameras

For use with Poser 7 as well as Posers 5 or 6

Wouldn't it be great to be able to create isometric images or sprites from with Poser? Even though Poser lacks isometric camera settings, now, by following the steps in this tutorial, you can create them from within Poser.

Normally when rendering with Poser, you will get 3D rendered images. Objects closer to the camera are large and objects further away are smaller, see below.

But wouldn't it be also great to be able to create isometric images or isometric sprites for games right out of Poser? Many people who create these kind of images/sprites do rely on other applications that do have true isometric cameras. Creating characters/objects or even scenes with Poser and then exporting them is workable but can be time consuming and at times stressful, especially when it comes to animated items.

Step 1: It is possible...

Now look at the image above. As you may notice this is an isometric image and it actually has been rendered from within Poser. Also check out image #3 below, same object, but rotated around its Y-axis.

Step 2: X-Axis settings

How can this be accomplished in Poser? (This technique isn't restricted to Poser; it can be used in different 3D applications lacking isometric camera settings) First of all, we need to make sure we're using an orthagonal camera, such as the front, back, left, right or top. In Poser (and any other application) I prefer the front. Now the objects are rotated around the X-axis (in Poser xRotate) to 45 degrees.

Step 3: Y-Axis settings

Now your object is in isometric view. The orthagonal camera, when viewing the rotated object, gives an isometric view. You also need to set the Y-axis (in Poser yRotate) correctly when it comes to static objects as buildings. Normally you choose 45, 135, 225 or 315 degrees, depending on what side you want to show. For moving objects you may choose a wider range of rotations.

Step 4: Make your own isometric view

You can also create your own isometric view, by setting the X-axis (in Poser xRotate) to a different rotation- for example 60 degrees, see below.

Step 5: A Hint.....

When doing a larger scene, it's best to parent all major objects to one single object and rotate that object only. All the child objects will rotate along with the parent object.