[Bf-committers] Camera view navigation rant

Campbell Barton ideasman42 at gmail.com
Mon Apr 25 09:42:51 CEST 2011


Quick note that there have been a few new-devs posting on the mailing
list wondering where to start -
IMHO a fly mode alternative is a good project for beginner developers
so get their feet wet and write something useful.

On Mon, Apr 25, 2011 at 7:22 AM, Damir Prebeg <blend.factory at gmail.com> wrote:
> I'm talking about this for long time now but I always get this
> beautiful answer: We don't need that because we have fly mode. And if
> we really want to align camera to view, we have Ctrl+0. If you really
> need that (although we don't know why would you need such a thing),
> Blender is opensource so make a patch by your self. Buzz off.
>
> Thumbs up Daniel!
>
> On 25 April 2011 05:50, Campbell Barton <ideasman42 at gmail.com> wrote:
>> On Sun, Apr 24, 2011 at 9:55 PM, Daniel Salazar - 3Developer.com
>> <zanqdo at gmail.com> wrote:
>>> So can we take a look at camera view navigation? It's like playing a
>>> space flight simulator every time I press Shift F, I just want to
>>> position and orient my camera, not to deal with inertia and atmosphere
>>> entering angle! (feels like that at least)
>>> http://chrome.atari.com/lunarlander/
>>>
>>> The flight mode panning (WASD keys) is of no use.. again calculating
>>> directions and inercia and keeping in mind how many presses I've done
>>> for each side so I can try and counter act when I want a stop! (which
>>> never works btw, the counter act seems to never be able to reach zero
>>> again) this could be a test for new NASA astronauts.
>>>
>>> Trackball is a "decent" tool for orienting the camera but it is about
>>> 10 times too sensitive, and somehow seems like it's going the wrong
>>> direction (inverted axis?)
>>>
>>> I have asked for simple game like controls in the past, you know those
>>> first person shooter controls? those are intuitive and precise but the
>>> answer was something like "naah fly simulator is cooler, we can fly
>>> like birds!", really that was an actual answer, supposedly for live
>>> recording the camera to keyframes.
>>>
>>> Also a lock camera to view option would be great so we can just move
>>> the camera like we move any other viewport
>>>
>>> am I the only one that doesn't get this?
>>>
>>> peace,
>>> Daniel Salazar
>>> 3Developer.com
>>
>> Alternative view navigation modes would definitely be worth trying out
>> and can be scripted without doing anything really complicated.
>>
>> See: Script Templates -> Operator Modal View3D, this is a very simple
>> operator that uses the mouse to move the view offset.
>> in execute() you can set rv3d.view_location and rv3d.view_rotation
>>
>> API Ref: http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.types.RegionView3D.html
>>
>> Reading you're mail I remembered rv3d.view_matrix was readonly, just
>> committed support for assignment r36317.
>> This makes manipulating the view easier, so you can assign the
>> transform without worrying about the 'view_distance'.
>>
>> Of course once the basics are done this can become more involved,
>> casting rays, smoother motion, mouse-look & strafe :-)
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-- 
- Campbell


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