[Bf-committers] Camera view navigation rant

Mats Holmberg mats.holmberg at 2me.fi
Wed Apr 27 07:36:12 CEST 2011


And if this would work for the camera, then it should also work for anything else (lamps mainly). The script didn't work for me on osx - the view is not locked to the camera view and trackballing around loses the camera lock alltogether =)

Cheers,
-mats

On 27.4.2011, at 1.39, Daniel Salazar - 3Developer.com wrote:

> @dfelinto(pto): nope, it would need to *stay* in camera view when panning
> and dollying around :)
> 
> Daniel Salazar
> 3Developer.com
> 
> 
> 
> On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto <dfelinto at gmail.com> wrote:
>>> Below you can find some code for (...) Lock camera to view.
>> Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which
>> even takes care of non-perspective views)
>> 
>> On my understanding what people are ranting is for the lack of options
>> to move while "inside" the camera mode.
>> 
>> --
>> Dalai
>> 
>> 2011/4/26 bartius crouch <bartius.crouch at gmail.com>:
>>>> Also a lock camera to view option would be great so we can just move
>>>> the camera like we move any other viewport
>>> 
>>> Like Campbell said, that isn't very hard to do in python. Below you can find
>>> some code for it.
>>> Copy the text below into the text-editor, Run Script (alt+P), go to 3d-view,
>>> search (spacebar) for Lock camera to view.
>>> 
>>> 
>>> 
>>> import bpy
>>> import mathutils
>>> 
>>> 
>>> class ModalOperator(bpy.types.Operator):
>>>    '''Move camera along with the viewport'''
>>>    bl_idname = "view3d.lock_camera"
>>>    bl_label = "Lock camera to view"
>>> 
>>>    @classmethod
>>>    def poll(cls, context):
>>>        camera = context.scene.camera
>>>        if not camera:
>>>            return(False)
>>>        return(camera.name in context.scene.objects)
>>> 
>>>    def modal(self, context, event):
>>>        camera = context.scene.camera
>>>        rv3d = context.space_data.region_3d
>>> 
>>>        # rotation + location
>>>        camera.matrix_world = rv3d.view_matrix.copy().inverted()
>>> 
>>>        # override location to take view_distance into account
>>>        rotation = rv3d.view_matrix.copy().to_3x3().inverted()
>>>        z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation
>>>        camera.location = rv3d.view_location + (rv3d.view_distance *
>>> z_normal)
>>> 
>>>        # handle events
>>>        if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']:
>>>            context.area.header_text_set()
>>>            return {'FINISHED'}
>>>        elif event.type == 'ESC':
>>>            camera.matrix_world = self.camera_matrix
>>>            context.area.header_text_set()
>>>            return {'CANCELLED'}
>>> 
>>>        return {'PASS_THROUGH'}
>>> 
>>>    def invoke(self, context, event):
>>>        context.window_manager.modal_handler_add(self)
>>>        self.camera_matrix = context.scene.camera.matrix_world.copy()
>>>        context.space_data.region_3d.view_perspective = 'PERSP'
>>>        context.area.header_text_set("ESC to cancel, ENTER or LMB to
>>> confirm")
>>>        return {'RUNNING_MODAL'}
>>> 
>>> 
>>> def register():
>>>    bpy.utils.register_class(ModalOperator)
>>> 
>>> 
>>> def unregister():
>>>    bpy.utils.unregister_class(ModalOperator)
>>> 
>>> 
>>> if __name__ == "__main__":
>>>    register()
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