[Bf-funboard] Set camera as the one to look through?

Moolah moolah at mail.ru
Sun Mar 2 20:08:47 CET 2014


Hello Alberto,

We have the addon "Copy Attributes Menu".
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Copy_Attributes_Menu
It makes possible copying Rot/Loc/Scale from objects to a selected one. So... if you're talking
about this thing, I guess it's your addon. Maybe it just can be complemented by a function that
will do the things quicker, with less movements.

Do this makes sense?

Saturday, March 1, 2014, 4:23:43 PM, you wrote:

AT> That sounds like a hack nowadays. If you want I can make an operator of
AT> "Move and align object to view" and submit it as an add-on or as a patch
AT> for trunk.


AT> 2014-03-01 14:14 GMT+01:00 David McSween <3pointedit at gmail.com>:

>> I still use view from object to aim lights. But it does seem old fashioned
>> now with realtime cycles feedback.
>> On 1 Mar 2014 23:08, "Alberto Torres" <kungfoobar at gmail.com> wrote:
>>
>> > I remember being confused by this years ago. Once I understood that a
>> > non-camera object was being set as a camera, I thought it was cool, but
>> > honestly, I don't see an use case for that, it just causes a lot of
>> > confusion to newbies (pressing ctrl+0 by mistake instead of ctrl+alt+0).
>> > Any time I want to look in the PoV of an object I just parent a camera
>> > there, adjusting more precisely where does the view originate from.
>> >
>> > Also it's useful to switch active cameras without changing to its view.
>> Use
>> > case: align a (non previously active) camera to view.
>> >
>> > I vote to change the operator to only allow a camera and not to set the
>> > viewport. So if you want to set the viewport, you just have to press 0
>> > again.
>> >
>> > > And wouldn't it be better to set the
>> > > selected camera to be active automatically?
>> >
>> > I don't think so. Many times I want to move cameras around, and when I
>> want
>> > to change active cameras, Ctrl+0 is fast, and it will be better if it
>> > doesn't move the viewport.
>> >
>> > Cheers!
>> >
>> >
>> > 2014-03-01 10:35 GMT+01:00 reiner.prokein <reiner.prokein at posteo.de>:
>> >
>> > > Hi there,
>> > >
>> > > First i thougth it is a bug. But then i was told it is a feature. So i
>> > > ask here.
>> > >
>> > > I have two cameras in my scene. One is inactive (triangle is not
>> filled)
>> > > but selected. One is active (triangle is filled) but not selected. When
>> > > i press Numpad 0 then it looks through the active one, which is not
>> > > selected. But i want to look through the one that i have selected.
>> > > That's where my search started. Where can i set my selecetd, means the
>> > > inactive camera to be active, so that i can look through?
>> > >
>> > > By coincidence i stumbled across the menu item called View / Cameras /
>> > > Set active object as Camera. The label tells me that i have to press
>> > > this button when i want a cube or another primitive to act as a camera.
>> > > I would have never thought that this button has something to do with
>> set
>> > > my selected camera to be active. Especially since it does not only set
>> > > it active, but also looks through the camera immediately. But it seems
>> > > to be the only way.
>> > >
>> > > So what is the official way to set an inactive camera to active? Where
>> > > is the corresponding menu item? And wouldn't it be better to set the
>> > > selected camera to be active automatically?
>> > >
>> > > Kind Regards
>> > >
>> > > Reiner
>> > > _______________________________________________
>> > > Bf-funboard mailing list
>> > > Bf-funboard at blender.org
>> > > http://lists.blender.org/mailman/listinfo/bf-funboard
>> > >
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>> >
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-- 
Best regards,
 Moolah                            mailto:moolah at mail.ru



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