<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-4691314197394934353</id><updated>2024-08-28T03:23:14.398-07:00</updated><title type='text'>Pablo Izaguirre</title><subtitle type='html'>3D Softimage XSI ICE Scripting Post y otras cosas interesantes.&#xa;Bilingual / Bilingüe &#xa;español (castellano) &amp;amp; english</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://pabloizaguirre.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4691314197394934353/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://pabloizaguirre.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>pablo</name><uri>http://www.blogger.com/profile/11455469140244414433</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>3</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4691314197394934353.post-8258345380157233307</id><published>2011-04-15T13:48:00.000-07:00</published><updated>2011-04-15T17:51:39.247-07:00</updated><title type='text'>PART 2 - Bigger resolution render, but same framing (safe area for 2D camera shakes)   /   PARTE 2  Renderear con margen para hacer camera shakes en 2D sin cambiar el encuadre</title><content type='html'>&lt;div style=&quot;text-align: center;&quot;&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;b&gt;&lt;/b&gt;&lt;br /&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;This could be used in any software (like Maya, Blender, 3Ds max, etc)&amp;nbsp;&lt;/b&gt;&lt;b&gt;but&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;&amp;nbsp;i&#39;m a happy Softimage&amp;nbsp;user since 1996, so i will use softimage as my base.&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;First of all, a little bit of background Math theory to make it easier ...&amp;nbsp;&lt;/b&gt;&lt;b&gt;i guess that you are familiar with trigonometry from secondary school...&amp;nbsp;&lt;/b&gt;&lt;b&gt;well i hope so,&lt;/b&gt;&lt;b&gt;&amp;nbsp;if not don&#39;t worry!,&amp;nbsp;i&#39;ll guide you: &amp;nbsp;you always have to try&lt;/b&gt;&lt;b&gt;&amp;nbsp;to find a right triangle,&amp;nbsp;&lt;/b&gt;&lt;b&gt;&amp;nbsp;in our case, if we draw an imaginary line&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;&amp;nbsp;&lt;/b&gt;&lt;b&gt;between the camera and an imaginary&amp;nbsp;&lt;/b&gt;&lt;b&gt;plane in Z space&amp;nbsp;&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;we could define a right triangle.&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;We know that: the tangent of an angle ß equals= the opposite side&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;&amp;nbsp;of the&amp;nbsp;angle ß, divided by&amp;nbsp;its adjacent side. &amp;nbsp;&lt;/b&gt;&lt;b&gt;In the image below the opposite side being AB and the adjacent side being AC. &amp;nbsp;&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;So we know this, and we know the FOV which is the angle of the camera &amp;nbsp;(it doesn&#39;t&amp;nbsp;&lt;/b&gt;&lt;b&gt;&amp;nbsp;matter for this particular case if its horizontal or vertical because it works with both)&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;Let&#39;s suppose that the Z plane has a resolution 960 pixels, AB will be half of that,&amp;nbsp;&lt;/b&gt;&lt;b&gt;so it will have 480 pixels that is our length, and we know that we have a FOV&amp;nbsp;&lt;/b&gt;&lt;b&gt;which is the angle of the camera&amp;nbsp;&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;(we divide it by two because we are using half of it)&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;as i said before&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt;&amp;nbsp;tan ß = AB / CA&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;we need to find CA...&amp;nbsp;so, if we algebraicly change &quot;CA&quot; with &quot;tan ß&quot; we can assume that&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt;CA = AB / tan ß&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;ok, so, the other plane (higher res) lies in the same position in Z, so we have the&amp;nbsp;&lt;/b&gt;&lt;b&gt;same CA, but we have more distance to render (AB&#39;) and a wider angle (FOV&#39;)&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt;tan ß&#39; = AB&#39; / CA&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;now we know the new value of the tan of angle ß&#39;, we just need to go back from those&amp;nbsp;&lt;/b&gt;&lt;b&gt;strange values that tangent calculation results, and get a human readable angle, &lt;/b&gt;&lt;b&gt;and for that&amp;nbsp;&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;we use the inverse function of the tangent, called the arctangent&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt;atan (tan ß&#39;) = angle ß&#39; degrees&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;since angle ß&#39; is only half of FOV&#39;, we multiply it by 2 to get the full width.&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt;FOV&#39; = atan (tan ß&#39;) * 2&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;Hope that it was easy to understand.&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;in the next part i will show you how you put this into practice ...&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiozHS2iDL87MMPnGJCdTHtl9q4is3WnM_RuHfPEDQqZVAWXOBGMQOxTfGoVU-pLx3EGZUxKZF4iGonwUW04Is0htUQRyyIpu_aNW0mE_mMVbYm4Ei_Vb3cDyfcA52VrNNA3PL1QWStLuQ/s1600/Tuto_1b.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;260&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiozHS2iDL87MMPnGJCdTHtl9q4is3WnM_RuHfPEDQqZVAWXOBGMQOxTfGoVU-pLx3EGZUxKZF4iGonwUW04Is0htUQRyyIpu_aNW0mE_mMVbYm4Ei_Vb3cDyfcA52VrNNA3PL1QWStLuQ/s320/Tuto_1b.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;Esto puede ser usado en cualquier software (Maya, Blender, 3Ds Max, etc) pero como soy un feliz usuario de&amp;nbsp;Softimage desde&amp;nbsp;1996, lo voy a usar como mi base.&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;Antes que nada, un poco de teoria matematica de base para hacerlo mas facil...&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;supongo que te es familiar del secundario la trigonometría... eso espero,&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;si no te es familiar, no desesperes!!,&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;yo voy a hacer de guia: siempre tienes que tratar de encontrar un triangulo rectangulo,&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;en nuestro caso,&amp;nbsp;si dibujasemos una linea imaginaria entre la camara y un plano&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&amp;nbsp;imaginario en Z,&amp;nbsp;podriamos definir un triangulo rectangulo.&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&amp;nbsp;Sabemos que la tangente del angulo ß , es igual al lado opuesto del angulo ß,&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;divido por su lado adyacente.&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;En la imagen el lado opuesto es AB y el lado adyacente es AC. &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;Sabemos esto y sabemos el FOV que es el angulo de la camara (no importa&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;aqui para este caso en particular si es horizontal o vertical porque funciona igual)&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;Supongamos que el plano Z tiene una resolucion de 960 pixels, AB tendra la mitad,&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;nuestra longitud sera entonces 480 pixels, y sabemos nuestro FOV&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;que es el angulo de la camara (lo dividimos por dos porque solo usamos la mitad)&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;como dije antes&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&amp;nbsp;tan ß = AB / CA&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;necesitamos encontrar el valor de CA ... entonces si reemplazo&amp;nbsp;&quot;CA&quot;&amp;nbsp;con&amp;nbsp;&quot;tan ß&quot; podemos asumir que&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;CA = AB / tan ß&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;ok, entonces, el otro plano de mayor resolucion esta en la misma posicion en Z, tenemos&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;el mismo CA, pero mayor distancia a renderear (AB&#39;) y un angulo mayor (FOV&#39;)&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;tan ß&#39; = AB&#39; / CA&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;ahora sabemos el nuevo valor de la tangente del angulo&amp;nbsp;ß&#39;, solo tenemos que&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;conseguir valores humanamente entendibles (en angulos) y para eso usamos&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;&amp;nbsp;la funcion inversa&amp;nbsp;de la tangente, llamada arcotangente (atan en ingles)&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;atan (tan ß&#39;) = angulo ß&#39; en grados&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;como el angulo&amp;nbsp;ß&#39; es la mitad del FOV&#39;, lo duplicamos para obtener todo el ancho.&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;FOV&#39; = atan (tan ß&#39;) * 2&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;Espero que haya sido sencillo de entender.&lt;/div&gt;&lt;div style=&quot;margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;&quot;&gt;en la proxima parte les mostrare como poner todo esto en practica&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pabloizaguirre.blogspot.com/feeds/8258345380157233307/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pabloizaguirre.blogspot.com/2011/04/part-2-bigger-resolution-safe-area.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4691314197394934353/posts/default/8258345380157233307'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4691314197394934353/posts/default/8258345380157233307'/><link rel='alternate' type='text/html' href='http://pabloizaguirre.blogspot.com/2011/04/part-2-bigger-resolution-safe-area.html' title='PART 2 - Bigger resolution render, but same framing (safe area for 2D camera shakes)   /   PARTE 2  Renderear con margen para hacer camera shakes en 2D sin cambiar el encuadre'/><author><name>pablo</name><uri>http://www.blogger.com/profile/11455469140244414433</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiozHS2iDL87MMPnGJCdTHtl9q4is3WnM_RuHfPEDQqZVAWXOBGMQOxTfGoVU-pLx3EGZUxKZF4iGonwUW04Is0htUQRyyIpu_aNW0mE_mMVbYm4Ei_Vb3cDyfcA52VrNNA3PL1QWStLuQ/s72-c/Tuto_1b.jpg" height="72" width="72"/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4691314197394934353.post-6962947948972000819</id><published>2011-04-14T19:21:00.000-07:00</published><updated>2011-04-15T17:52:33.862-07:00</updated><title type='text'>PART 1 - Bigger resolution render, but same framing (safe area for 2D camera shakes)   /  PARTE 1  Renderear con margen para hacer camera shakes en 2D sin cambiar el encuadre</title><content type='html'>&lt;b&gt;&lt;/b&gt;&lt;br /&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;b&gt;Whenever you need to do camera shakes in post, you always face the challenge to render a bigger resolution image, while preserving the same framing that you had before.&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;I faced this problem many many times, so last time i decided to build a solution.&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;To be continued...&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;a href=&quot;http://pabloizaguirre.blogspot.com/2011/04/part-2-bigger-resolution-safe-area.html&quot;&gt;continue to PART 2&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrf8_CfxjF-ntyNWUjHcaU11yGOl9NOrb7aCt_5sRXZAyJLapDzaBge_5-NiQl9s_vm-VLagT1AV7VhmBswYXSI0_i4krOBmYD0uRR66WZkBkIoD3q-21MEXfdsd6GVSA2L37z9_D2iME/s1600/Tuto_1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;160&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrf8_CfxjF-ntyNWUjHcaU11yGOl9NOrb7aCt_5sRXZAyJLapDzaBge_5-NiQl9s_vm-VLagT1AV7VhmBswYXSI0_i4krOBmYD0uRR66WZkBkIoD3q-21MEXfdsd6GVSA2L37z9_D2iME/s320/Tuto_1.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
Cuando se necesita hacer camera shakes en post, siempre me encontre con el desafio de tener que renderear una imagen mas grande en mas resolucion, pero conservando el mismo encuadre que teniamos antes.&lt;br /&gt;
Tuve este problema muchas veces, pero la ultima vez decidi construir una solucion.&lt;br /&gt;
Continuara...&lt;br /&gt;
&lt;a href=&quot;http://pabloizaguirre.blogspot.com/2011/04/part-2-bigger-resolution-safe-area.html&quot;&gt;continuar a PARTE 2&lt;/a&gt;</content><link rel='replies' type='application/atom+xml' href='http://pabloizaguirre.blogspot.com/feeds/6962947948972000819/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pabloizaguirre.blogspot.com/2011/04/bigger-resolution-safe-area-render-but.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4691314197394934353/posts/default/6962947948972000819'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4691314197394934353/posts/default/6962947948972000819'/><link rel='alternate' type='text/html' href='http://pabloizaguirre.blogspot.com/2011/04/bigger-resolution-safe-area-render-but.html' title='PART 1 - Bigger resolution render, but same framing (safe area for 2D camera shakes)   /  PARTE 1  Renderear con margen para hacer camera shakes en 2D sin cambiar el encuadre'/><author><name>pablo</name><uri>http://www.blogger.com/profile/11455469140244414433</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrf8_CfxjF-ntyNWUjHcaU11yGOl9NOrb7aCt_5sRXZAyJLapDzaBge_5-NiQl9s_vm-VLagT1AV7VhmBswYXSI0_i4krOBmYD0uRR66WZkBkIoD3q-21MEXfdsd6GVSA2L37z9_D2iME/s72-c/Tuto_1.jpg" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4691314197394934353.post-2344971312230206385</id><published>2011-04-14T18:10:00.000-07:00</published><updated>2011-04-14T18:10:26.562-07:00</updated><title type='text'>Welcome - Bienvenidos -</title><content type='html'>Hola a Todos este es mi primer blog, asi que sepan disculpar mis errores!&lt;br /&gt;
Espero que les sirva algo de lo que publique aqui.</content><link rel='replies' type='application/atom+xml' href='http://pabloizaguirre.blogspot.com/feeds/2344971312230206385/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pabloizaguirre.blogspot.com/2011/04/welcome-bienvenidos.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4691314197394934353/posts/default/2344971312230206385'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4691314197394934353/posts/default/2344971312230206385'/><link rel='alternate' type='text/html' href='http://pabloizaguirre.blogspot.com/2011/04/welcome-bienvenidos.html' title='Welcome - Bienvenidos -'/><author><name>pablo</name><uri>http://www.blogger.com/profile/11455469140244414433</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>