I’ve been unable to setup a 1/1 45° axonometric/isometric camera in Blender.

It actually doesn’t seem possible, but here it goes:

You can do the typical isometric projection easily by setting the camera to view on the center point using 30°y and 45°x (produces a 1/2 (y/x) magnitude line). To get the axonometric ‘military’ projection, the magnitude needs to be 1/1 (y/x), which I cannot seem to get in Blender.

The actual projection of my engine seems to be axonometric, but has the same projection as Ultima Online which, as Wikipedia suggests, uses ‘cavalier’ projection - but I have not found that it does use cavalier. Actually, I don’t have a darn clue what Ultima Online uses.

Anyhow, here is the article I found that (very briefly) talks about the ‘military’ axonometric projection:

http://www.gamedev.net/reference/articles/article1269.asp

This is the exact image showing the axonometric projection:

I do know for a fact that the Ultima Online artists used 3DSMax for modeling, though I don’t have a clue on how it was exported or how the camera was setup.

Does anyone know how to find the angles for the camera to achieve such a rendering?

**EDIT**: This image, using Axonometric projection (notice that all vertical lines are completely straight, and all of the roof lines are 1/1 in magnitude), shows exactly what objects look like in Ultima and in my engine.