[Bf-committers] Camera view navigation rant

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Wed Apr 27 08:01:14 CEST 2011


Yes Ive been thinking in something like that, I think the navigation
is overall too hard and hotkey oriented, lots of local rotations and
grabs without the widgets there to help. I wonder if we could design a
set of in camera view widgets?

Daniel Salazar
3Developer.com



On Tue, Apr 26, 2011 at 11:59 PM, Damir Prebeg <blend.factory at gmail.com> wrote:
> How bout a pin icon in one corner of camera view so when activated,
> cam view (or any object view) would act as regular view?
> And ALT could be a shortcut key that would temporary glue cam to the
> view (Alt+MMB would rotate cam, CTRL+ALT+MMB would move camera forward
> or backward and SHIFT+ALT+MMB would pan camera?)
>
> On 27 April 2011 07:36, Mats Holmberg <mats.holmberg at 2me.fi> wrote:
>> 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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