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I’m using Godot 3.3.3 and my computer can’t handle Godot 4.0. I’m trying to do an early Resident Evil style game with pre-rendered backgrounds and fixed camera angles.
I’ve already modelled a room in Blender and set up cameras around the room, each with different focal lengths/FOVs. The plan is to import these cameras into Godot so I can have the cameras in the precise positions I set them in when I made the room.
The problem is apparently Godot 3D cameras distort images differently at different focal lengths than Blender’s cameras? For example, if you set a Godot camera to a wide angle focal length, and then place it right in front of a 3D model’s face, the model’s face isn’t gonna distort in the way that an actor’s face would in a live action movie, while Blender would replicate that effect a bit better.
Whether or not that’s actually the case, is there a way for me to make sure my Godot cameras perceive things 1:1 to the way my Blender cameras do at X or Y focal length? Because the style of game I’m aiming at heavily depends on the cameras matching up in how they perceive and distort things.