[Bf-committers] Bind Camera to markers

Mike Belanger mikejamesbelanger at gmail.com
Fri Jun 11 02:21:28 CEST 2010


What kind of usage case scenario would that fill?  The current animation system
can animate text, do camera moves, and keyframe meshes.  
I'm unsure what you mean by uses in rigging.

Markers are kind of neat, but IMO they're meant to remain simple.

On 2010-06-10, at 12:08 PM, Vilem Novak wrote:

> If I remember it right, the commit was in the svn mailing list commented as a temporary hack.
> I would love some animation support for such properties, which are in the ui represented 
> as the name of the datablock/string, since it could also be used not only to replace scene camera, 
> but also replace meshes in some cases or to animate text. I can also imagine it could be used 
> for some rigging cases.
> Not sure if this could be done through the animation system?
> 
>> ------------ Původní zpráva ------------
>> Od: Mike Belanger <mikejamesbelanger at gmail.com>
>> Předmět: Re: [Bf-committers] Bind Camera to markers
>> Datum: 10.6.2010 15:01:14
>> ----------------------------------------
>> I honestly don't know either reevuedelibre.
>> 
>> I just keyframe the camera, I don't see the point in learning a different tool
>> just for camera moves.
>> Also, you can use the NLA to keep track of shots : http://www.vimeo.com/5860167
>> 
>> On 2010-06-10, at 1:41 AM, revuedelibre . wrote:
>> 
>>> Hello,
>>> 
>>> I recently discover that way to change active camera during render is to use
>>> "Bind camera to markers".
>>> Why use markers ? Why not use Keyframe/drivers to change Scene.camera (
>>> would be more homogeneous to other anim settings ) ?
>>> 
>>> Using markers, after binding, how to retrieve witch camera is linked to
>>> witch marker ? I can't find any information about that.
>>> 
>>> Regards,
>>> 
>>> Ju+
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>>> Bf-committers at blender.org
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>> 
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