A possible solution is to put an empty-node in middle of your scene, reparent the camera and the car to that empty so they will rotate with it. Then rotate your car arround itself.
This will give the illusion that your car is fixed!
Don’t confuse the nodal point with the pivot point.
You can’t change the camera’s, or any node’s, pivot point. This is a property of the kind of transform matrix that Panda uses, and it’s always the node’s (0, 0, 0) point.
A camera’s nodal point has nothing to do with its pivot point. The nodal point is a property of the lens, and it is the point at which the lens will focus parallel lines–or, the point-of-view from which the lens sees the world. It is normally (0, 0, 0), because that’s where you expect a lens to see the world from. It’s possible to move it by supplying a different matrix to the lens, but this is almost always a bad idea. It certainly won’t change the rotational behavior of your camera.
I don’t understand your illustration, precisely. Your first image shows a head-on view of an object. The second image shows a view from a rotated angle. The third image shows the head-on view, offset to the side.
None of those images illustrate the kind of distortion you get from an object near the edge of a wide-angle fov, but it is true that this distortion is real. If you want to avoid it, one possibility is to pull the camera farther back, so that you need a lower fov. Another possibility is to go with an orthographic lens, which completely avoids fov distortion.
Or, if you really want to move the center of the lens to the left of the frame, then you’re talking about shifting the lens offset: base.camLens.setOffset(x, y). Try shifting it by small amounts, in the range -1 … 1, to see what happens.
What you are describing is just the effect of using an FOV-based (“perspective”) lens, and drwr is correct that in order to reduce this effect you should use a lens with a narrower FOV. As an example the original image you posted of the car has been rendered with a narrow FOV, I would guess about 15 to 25 degrees.
Such a narrow lens would not be used for actual gameplay, except maybe a zoomed “sniper” view. Usually you would see something like 45 degrees for a third person camera or 60 degrees or so for a first person camera.
A 3D side-scroller is another case altogether, when it would be beneficial to use an extremely low FOV or orthographic lens.
Yes he did, and I specifically mentioned that fact. I was attempting to point out which of his solutions appeared to be the correct one for your situation after your reply to his post providing additional details as to the meaning of the image posted.
You say regarding changing the FOV “for real game these arent practical”, which is not the case, games can use many different FOVs for different purposes, even using more than one at the same time. As an example in first person shooter games often the “weapon and hands” model is rendered with a lower FOV than the rest of the game.
This gave me a bit of a chuckle since you have obviously decided that the best solution is one you have not tried yet. I am trying to be helpful here but maybe it is a waste if you will be so obstinate.