libgdx: how do you position a 3d model instance with Othographic Camera?
<p>I have a Screen class that uses Othographic Camera and want to put a 3d model on it.</p>

<pre><code>@Override
    public void show() {

    ....
    mCamera = new OrthographicCamera();
    mCamera.setToOrtho(false, width * sclWidth, height * sclWidth);
    ....

    //3d instance initialization
        modelBatch = new ModelBatch();
        ModelBuilder modelBuilder = new ModelBuilder();
        model = modelBuilder.createBox(0.5f,0.5f,0.5f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), VertexAttributes.Usage.Position| VertexAttributes.Usage.Normal);

  modelInstance = new ModelInstance(model, 128,128,128);
  modelInstance.transform.set(mCamera.invProjectionView);
}



@Override
    public void render(float delta) {
        Gdx.gl.glClearColor(63 / 255f, 128 / 255f, 70 / 255f, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

        //mCamera.rotateAround(Vector3.Zero, new Vector3(0,1,0),1f);
        mCamera.update();
    mBatch.setProjectionMatrix(mCamera.combined);

    mBatch.begin();
    mBatch.draw(img, 128*10, 0);

    mBatch.end();

    modelBatch.begin(mCamera);

    modelBatch.render(modelInstance);

    modelBatch.end();

}
</code></pre>

<p>It is in 2d view and I can put any 2d sprite with x and y on the screen according to the screen width and height. </p>

<p>However when doing 3d models, it is completely different.</p>

<p>The 3d model is stretched according to the camera screen and rendered in the center of the screen. I couldn't find the 3d model setX or setY/SetZ functions. </p>

<p>How should the 3d model be positioned and what functions should I use? Any advice or direction to tutorials will be thankful. </p>

<p>update:
camera position: (768.0,192.0,0.0)
Camera projection: [0.0012019231|0.0|0.0|-0.0]
[0.0|0.0021378205|0.0|-0.0]
[0.0|0.0|-0.02|-1.0]
[0.0|0.0|0.0|1.0]</p>