[Libgdx] model isometric camera

I followed this tutorial (http://www.gamefromscratch.com/post/2014/01/19/3D-models-and-animation-from-Blender-to-LibGDX.aspx) and I got to this point:


public class Game {

	public static Game instance;

	private SpriteBatch batch;

	public static float time = 0;

	private Level level;

	private PerspectiveCamera camera;
	private ModelBatch modelBatch;
	private Model model;
	private ModelInstance modelInstance;
	private Environment environment;
	private AnimationController controller;

	public Game() {

		batch = new SpriteBatch();

		level = new Level(50, 50);

		camera = new PerspectiveCamera(70, 640, 480);
		
		vec2 pos = Rotation.point(new vec2(0,0), new vec2(0, -10), 45);
		
		
		System.out.println(pos.x+"  "+pos.y);
		
//		camera.position.set(pos.x, pos.x, -pos.y + pos.y);
		camera.position.set(pos.x, pos.x, -pos.y);
		camera.lookAt(0, 0, 0);

		camera.near = 0.1f;
		camera.far = 1000f;
		
		
		
		modelBatch = new ModelBatch();

		UBJsonReader jsonReader = new UBJsonReader();
		G3dModelLoader modelLoader = new G3dModelLoader(jsonReader);

		model = modelLoader.loadModel(Gdx.files.internal("3d/cube.g3db"));
		modelInstance = new ModelInstance(model);

//		modelInstance.transform.rotate(1, 0, 0, 90);

		environment = new Environment();
		environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.8f, 0.8f, 0.8f, 1.0f));

		controller = new AnimationController(modelInstance);

//		onAnimationFinnished();

	}
	
	private void onAnimationFinnished() {
		controller.queue("Move", 100, 1f, new AnimationListener() {
			public void onLoop(AnimationDesc animation) {
				
			}
			
			public void onEnd(AnimationDesc animation) {
				onAnimationFinnished();
			}
		}, 10f);
		
	}

	public void tick() {
	}

	public void render() {

//		modelInstance.transform.rotate(1,0,0,1);

		controller.update(Gdx.graphics.getDeltaTime());

		
		time++;

		level.tick();
		level.render(batch);

		Gdx.gl20.glClear(GL20.GL_DEPTH_BUFFER_BIT);

		camera.update();

		modelBatch.begin(camera);
		modelBatch.render(modelInstance, environment);
		modelBatch.end();
	}

}

Everything works fine, but I want to replace perspective camera with isometric camera. Any ideas how I would go about doing that?

Just replace the PerspectiveCamera with a rotated OrthographicCamera…

Hmm. I thought I could go around without modifying matrices myself. Guess not.