[Bf-funboard] lock camera to view also in camera view

Campbell Barton ideasman42 at gmail.com
Sun Sep 1 11:23:44 CEST 2013


On Sat, Aug 31, 2013 at 8:05 PM, Bol Bib <bollebib at hotmail.com> wrote:
> well I don't think it should override constraints. As constraints ,I believed override everthing.
>
> But I get what you are saying,it's probably too troublesome
>
>
> it's just that moving the camera for a quick render can be unwieldy at times.

Perhaps a better solution... rather then attempt to override the
camera rotation -
Support regular perspective/ortho views for rendering as we do already
with opengl viewport render.


This poses 2 new problems.

- Need a way to render from a view that isn't easily confused from
rendering from the `real` camera.

- You may want to see the 'frame' in regular viewport...
 (we would then need a way to distinguish camera views from regular
views with a camera frame.. ugh).

> I could use the track to constraint but that has it's own issues.
> I wonder though,would it be somehow possible to "track to" the 3D cursor? This way i can "move" the virtual 3D cursor in stead of always selecting the tracked object.
>
> but I'm guessing that would create other issues that I cannot forsee...
>
>
> mmmh
>
> I guess it's not worth the trouble
> thnx for answering anyway ^^

Note:
In fact what I said before wasn't right, what you suggest could be
made to work, but every time render/export was done, whoever wanted
the camera transform would need to (optionally) pass in the view-port
so the result taking into account the cursor override could be
calculated. its still fairly impractical (but possible).

>
>
>> Date: Sat, 31 Aug 2013 15:37:08 +1000
>> From: ideasman42 at gmail.com
>> To: bf-funboard at blender.org
>> Subject: Re: [Bf-funboard] lock camera to view also in camera view
>>
>> These options really do conflict and have been disabled for good
>> reason, if you lock to the cursor, this would have to override camera
>> drivers, animation, constraints etc.
>> (If you want to be sure the camera is looking at the cursor).
>>
>> It _could_ be done in a way that doesn't modify the objects rotation
>> and just views through the camera at a modified rotation, but not sure
>> how useful it would be, since it wouldn't work for rendering,
>> exporting etc - in fact would be quite confusing for anyone wanting to
>> use that camera for anything besides viewing.
>>
>> If it _did_ change the objects rotation - consider that you can have
>> multiple camera views each with their own cursor location, so they
>> would fight over who sets the camera rotation last.
>> I think attempting this feature is asking for troubles... or perhaps
>> the feature you want can be implemented without cursor locking the
>> camera.
>>
>>
>> On Tue, Aug 27, 2013 at 6:17 AM, Bol Bib <bollebib at hotmail.com> wrote:
>> > when you switch to the camera view lock to cursor option gets ignored.
>> >
>> > I feel,to be consistent, this should not be so.
>> >
>> > even in camera view lock cursor to view should work.
>> >
>> >
>> > imo
>> >
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>>
>>
>>
>> --
>> - Campbell
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>
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-- 
- Campbell


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