Hello, I just don't get it. If I export a scene from Blender in glTF to godot, the camera positions and settings don't correspond to those of blender. And for my project I need a perfect match. How do I get the camera position and settings from Blender to Godot?

It seems that the FOV is the biggest bottle neck. It does not correspond. Doe anybody know how to calculate it? In belnder I use FOV 45. How much would that be in Godot?

That depends on if 45 is the horizontal or vertical FOV.

Based on this GitHub issue, it seems Blender uses a vertical scaled FOV, while Godot uses a horizontal scaled FOV. It seems there are ways to convert from one to the other though.

Maybe keep_aspect would help? I'm not sure what it does, might be related.

@Dschoonmaker said: Maybe keep_aspect would help? I'm not sure what it does, might be related.

I think keep_aspect is for scaling the game window itself, but I could be wrong. It cannot hurt to try it regardless!

I believe keep_aspect is responsible for which axis the fov effects, so setting it differently along with fov should help.

If I change the Keep Aspect to keep width (the only other setting available), completely does not make the camera match.

G-Brain from Reddit aswered this to me: To convert a Blender FoV, say H in degrees, to a Godot FoV V in degrees, you should compute V = (360/pi)arctan(tan(Hpi/360)*9/16). In particular 45 degrees in Blender maps to 26.2 degrees in Godot.

Yet after trial and error the FOV that matched the best to me was 25.4

So what am I missing here?

@DanielC wouldn't you want to do the opposite? Blender uses a vertical FOV, and Godot horizontal, I think it would be the opposite.