I need some maths help to crack this problem, so I can implement something in Maya (3D animation program.
If we have an animated 3D camera ( -z is aiming direction, y is up, x is right) and focusing sphere which will indicate the cropping spherical render area. Its pivot and rotation might not be the same as the animated camera.
Do we have a solution to calculate the sweeping area so the white part will cover up the camera frustum?
The aim of this is to export the cropping spherical projection that covers up the camera movement based on the sphere pivot/rotation. By far, I have to manually adjust the sweep to fit the move, so I want to improve this step to be more efficient