Field (or angle) of view and focal length in ASPRO.
Can anybody tell me what the zoom what is AS equivalent to?
I come from a film background and do a lot of storyboarding and lenses are very important to visual storytelling.
There is a standard way of measuring an FOV using mm in those fields using focal length ( I'm sure most are familiar with this , I am not being at all patronising just bear with me)
Also forgive me for any inaccuracies and feel free to correct me when I am wrong or mistaken in this post .
Ranging from small numbers ...
...Fish eye 16mm -very wide angle lens
...Human eye (roughly and arguably- yes there's more periphery ,lets not get into that)50mm
...zoom -narrow lens... 85 -120 (ish) good for portraits too.
....orthogonal- I think that might be infinite but 5000 should be enough.
So what is ASPRO's lens measured by? I just don't know what that number represents is it angle of view or what , it certainly isn't focal length.
Here's some fairly standard ways of representing a cameras basic properties.

Can we not have ASPRO standardised in this department?
With vector and image layers in a 3d space can we have the option to keep in them one point perspective?
I don't think of this as asking for a feature as in my mind it should be a default behaviour in most circumstances ( unless the layers are used to construct buildings or boxes or using the extrude/ lathe etc, features).
I am getting very odd results when layers (that should behave like sprites) don't render or display flat to camera under many circumstances.
Especially if wide angles are used.
I know there is a ignore camera movements option but this really doesn't do the trick - it would be desirable if the layers could keep their relative parallax but maintain their 'squareness' to the picture plain at all times.
My description here is not great I know but in essence objects like characters or illustrated layers that create layered back grounds most often need a one point perspective rather than 3 to keep this squareness.
This video uses the rectangular cards to illustrate how the 2d layers respond to camera movement.
The cards in the row on the right are set to 'rotate to camera'
The cards in the row on the left are left at default to camera.

It would be most desirable for those cards to remain completely flat to the image plain, the middle row there is set to 'rotate to camera' but distorts much more than is useful.
Also an orthographic option would be good especially for top/front/left/right views.
Actually while trying to illustrate this on ASPRO I just discovered a couple of bugs when using 'sort by true distance' and one you can see here involving line thickness.
Those are other matters though.
Does this make all sense to everybody/anybody?
FOV .anme