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Most isometric games do not use "true isometry", but a 2:1 projection.(In fact, this is not an isometry but dimetric projection) I found soooo many articles on how to set up true isometric (with 54.736). But how to get an 2:1 projection view?

Rotating the camera 60 degrees seems to give almost a 2:1 projection, but quite a bit incorrect. I was comparing screenshots in Photoshop, but there seems to be a slight deviation. Maybe am I wrong, and to get a 2:1 projection, the angle of rotation of the camera in X axis should be 60? I will be very grateful for your answers. I would like to deal with this completely.

Because there is a lot of confusion with this topic and some articles here only confused me even more Setting up an isometric view

And when I was looking for examples, I noticed that some games use their own angles orthographic projection, which is only found in them. Perhaps that's why there is so much confusion.

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    $\begingroup$ I think I found the answer by accident. gamedev.stackexchange.com/questions/74782/… I just looked for information about the ""2: 1" isometric projection", without reference to the Blender or to the camera angle, and found information just about the camera angle. As if the correct angle of rotation for "2: 1" is still 60 degrees ... Before that, I tried to figure it out several times, but I got even more confused. $\endgroup$ Jun 6, 2021 at 16:31
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    $\begingroup$ Also en.wikipedia.org/wiki/Isometric_video_game_graphics suggesting ortho camera at location = (2, -2, sqrt(3)) and rotation_euler_in_degrees = (60, 0, 45) looking at default cube. ie accepted answer in linked q was 2.5D, the correction for true isometric $\endgroup$
    – batFINGER
    Jun 6, 2021 at 17:50
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    $\begingroup$ Related: Isometric 30° seems to behave like dimetric 26.6° $\endgroup$ Jun 6, 2021 at 21:30

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There is a free add-on called Create IsoCam, apparently "migrating" according to the Wiki. Seems to work fine in version 2.93.

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  • $\begingroup$ Yes, thank you, I've heard about this addon. I just would like to sort out the theory to understand what I am doing. I just started to deal with isometry (I draw 2D art, and make models in a blender to paint them later). I didn't notice before that many games use their tilt angle for dimetry. I would like to understand how the camera tilt angle and the angle in the orthogonal projection depend. $\endgroup$ Jun 7, 2021 at 18:50

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