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

Bol Bib bollebib at hotmail.com
Thu Sep 5 12:04:29 CEST 2013


indeed

thank you anyway for trying =)

> Date: Thu, 5 Sep 2013 05:28:50 +1000
> From: ideasman42 at gmail.com
> To: bf-funboard at blender.org
> Subject: Re: [Bf-funboard] lock camera to view also in camera view
> 
> On Wed, Sep 4, 2013 at 8:43 PM, Bol Bib <bollebib at hotmail.com> wrote:
> > It does work outside of camera mode,but only for rendered view mode. I don't think I can save any pictures from that,it seems to be only a temporary render. Which is fine,but not what I was looking for. Render border could be fine if you could press a command to finalize the temporary render and save it. Maybe this could be a third entry in the image viewser? there is already render result,viewer node ,but now maybe also render border?
> >
> > Another solution could be to make render border outside camera to take precedence over the camera,but that might cause issues as well...
> >
> > match border to camera could be nice. But then you'd still need a way to move it slightly,no?
> >
> >
> >
> > mmmmh,this is getting slightly ridiculous,I only wanted a slightly more predictable pivot point ,that I could use to move my camera while inside that camera XD
> 
> Yep, I was wondering if there was some important missing feature but
> my impression is you can get by using existing tools (even if not
> _exactly_ what your after).
> 
> 
> - navigate using regular viewport and press `ctrl+alt+0`
> 
> - enable 'lock camera to view', you can then press Alt+Home to align
> to the cursor.
> 
> - use an empty camera parent.
> 
> 
> > I don't know what's best anymore...
> >
> >> Date: Wed, 4 Sep 2013 07:03:22 +1000
> >> From: ideasman42 at gmail.com
> >> To: bf-funboard at blender.org
> >> Subject: Re: [Bf-funboard] lock camera to view also in camera view
> >>
> >> Border view works outside camera view (ortho _and_ perspective).
> >>
> >> This is for quick previews and to select areas, not sure adding new
> >> mode to edit it really helps, perhaps an option to match border to
> >> camera would be nice though.
> >>
> >> Note that this is a very simple operator to write in python.
> >>
> >>
> >> On Tue, Sep 3, 2013 at 8:21 PM, Bol Bib <bollebib at hotmail.com> wrote:
> >> > in ortho view and in camera view there are already 2 different border selections stored,apparently,and I can't figure out what the one in ortho view does.
> >> >
> >> >
> >> > if it is however already used for something, you can just mimick the way border render works for what you are thinking about and use it on a different shortcut.
> >> >
> >> >
> >> > it would however be nice to be able to select this border and resize it somehow,or to constrain to certain ratio ,but that might be more tricky. Maybe when you press CTRL+B when there is already a border you enter into a border edit mode,in stead of creating a new one each times. And you see the dimensions and shortcuts to move,scale or turn it off in the header.  GRS would grab rotate,scale the border till you close this mode by pressing CTRL+B again...?
> >> >
> >> >
> >> >
> >> > Just thinking aloud. These last suggestions are merely ideas for if this is deemed useful enough to be expanded.
> >> >
> >> >> From: bollebib at hotmail.com
> >> >> To: bf-funboard at blender.org
> >> >> Date: Tue, 3 Sep 2013 12:07:40 +0200
> >> >> Subject: Re: [Bf-funboard] lock camera to view also in camera view
> >> >>
> >> >> there is a function CTRL+B (render border) that only works for camera view (unless I'm missing something?)
> >> >>
> >> >> maybe you can just use that to detect if your in a normal view and render based on that (or something similar)
> >> >>
> >> >>
> >> >> unless CTRL+B is used for anything else (but I can't see why) this might be the best solution,and easy to understand
> >> >>
> >> >>
> >> >> > Date: Sun, 1 Sep 2013 19:23:44 +1000
> >> >> > From: ideasman42 at gmail.com
> >> >> > To: bf-funboard at blender.org
> >> >> > Subject: Re: [Bf-funboard] lock camera to view also in camera view
> >> >> >
> >> >> > 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
> >> >> > >> >
> >> >> > >> > _______________________________________________
> >> >> > >> > Bf-funboard mailing list
> >> >> > >> > Bf-funboard at blender.org
> >> >> > >> > http://lists.blender.org/mailman/listinfo/bf-funboard
> >> >> > >>
> >> >> > >>
> >> >> > >>
> >> >> > >> --
> >> >> > >> - Campbell
> >> >> > >> _______________________________________________
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> >> >> > >> Bf-funboard at blender.org
> >> >> > >> http://lists.blender.org/mailman/listinfo/bf-funboard
> >> >> > >
> >> >> > > _______________________________________________
> >> >> > > Bf-funboard mailing list
> >> >> > > Bf-funboard at blender.org
> >> >> > > http://lists.blender.org/mailman/listinfo/bf-funboard
> >> >> >
> >> >> >
> >> >> >
> >> >> > --
> >> >> > - Campbell
> >> >> > _______________________________________________
> >> >> > Bf-funboard mailing list
> >> >> > Bf-funboard at blender.org
> >> >> > http://lists.blender.org/mailman/listinfo/bf-funboard
> >> >>
> >> >> _______________________________________________
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> >> >> http://lists.blender.org/mailman/listinfo/bf-funboard
> >> >
> >> > _______________________________________________
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> >> > Bf-funboard at blender.org
> >> > http://lists.blender.org/mailman/listinfo/bf-funboard
> >>
> >>
> >>
> >> --
> >> - Campbell
> >> _______________________________________________
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> >> Bf-funboard at blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-funboard
> >
> > _______________________________________________
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> > http://lists.blender.org/mailman/listinfo/bf-funboard
> 
> 
> 
> -- 
> - Campbell
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