4.2
I made and animated a first person rig, I animated it all using Blender and Blender’s camera for first person. After importing it into Godot, it all looks different! Same aspect ratio on the cameras, both using 80 FOV, but for some reason they are different.
What is out of the camera’s viewport in Blender, is visible in Godot. What do I do?
Hey! I’m not sure I can help but I’m curious, what do you mean by “different”?
Can you share screenshots or video captures to see the different rendering? Also I think a screenshot of the camera settings in Blender and one from the camera settings in Godot could be useful to help you
Hey, here you go
See how the camera is viewing the model different in Blender to Godot, that’s my issue…
I changed the godot setting “keep aspect” in the third image.
I can change the transforms on the arms and make it match, and honestly that is probably my best course of action. But it would be nice to have it matching by default.