Matching camera from Blender scene

Godot Version

4.4

Question

I’m having trouble determining the correct camera settings to use in Godot - when I try to copy the camera settings from Blender (either FOV or focal length), the camera in Godot ends up including way more vertical content than the camera from Blender; the horizontal content looks pretty much the exact same, which indicates that the FOV isn’t like completely bogus.

There have been other posts about people having trouble with this, and it looks like people usually mention that Godot and Blender use different scaling (Hor+ vs vert-). I’m not sure if this scaling is supposed to matter since everything I’m working with is in 1920x1080, but I’ve tried using some formulas I found at these links to convert the FOV from Blender to what (apparently) is the right FOV to use in Godot without success. I also tried altering the Keep Aspect setting on the camera unsuccessfully.

I was wondering if anyone had any input here or experience with migrating camera settings from Blender to Godot or an idea of things I could try.

In Blender try to change fov fitting in camera properties (Camera > SensorFit)

I’ve tried setting the camera’s Sensor Fit to ‘Horizontal’ and ‘Vertical’ instead of ‘Auto,’ but it doesn’t change anything about the composition of the shot and the contents still look the exact same. Changing the Sensor Fit lets me dial in the cameras horizontal or vertical sensor size, not sure if that needs to be set to a 16:9 ratio because it defaults to 4:3…

It really does look like Godot is squishing the vertical aspect - I’ve included a couple capsules in the scene and their proportions look normal in the 3D editor viewport, but they look totally squashed down when running the scene.

Just found that I didn’t properly set the height and width of the subviewport I was using so the image was being squashed. Still working on dialing in the camera settings but that’ll probably be the fix.

1 Like