I'm talking about this for long time now but I always get this beautiful answer: We don't need that because we have fly mode. And if we really want to align camera to view, we have Ctrl+0. If you really need that (although we don't know why would you need such a thing), Blender is opensource so make a patch by your self. Buzz off.
Thumbs up Daniel! On 25 April 2011 05:50, Campbell Barton <ideasma...@gmail.com> wrote: > On Sun, Apr 24, 2011 at 9:55 PM, Daniel Salazar - 3Developer.com > <zan...@gmail.com> wrote: >> So can we take a look at camera view navigation? It's like playing a >> space flight simulator every time I press Shift F, I just want to >> position and orient my camera, not to deal with inertia and atmosphere >> entering angle! (feels like that at least) >> http://chrome.atari.com/lunarlander/ >> >> The flight mode panning (WASD keys) is of no use.. again calculating >> directions and inercia and keeping in mind how many presses I've done >> for each side so I can try and counter act when I want a stop! (which >> never works btw, the counter act seems to never be able to reach zero >> again) this could be a test for new NASA astronauts. >> >> Trackball is a "decent" tool for orienting the camera but it is about >> 10 times too sensitive, and somehow seems like it's going the wrong >> direction (inverted axis?) >> >> I have asked for simple game like controls in the past, you know those >> first person shooter controls? those are intuitive and precise but the >> answer was something like "naah fly simulator is cooler, we can fly >> like birds!", really that was an actual answer, supposedly for live >> recording the camera to keyframes. >> >> Also a lock camera to view option would be great so we can just move >> the camera like we move any other viewport >> >> am I the only one that doesn't get this? >> >> peace, >> Daniel Salazar >> 3Developer.com > > Alternative view navigation modes would definitely be worth trying out > and can be scripted without doing anything really complicated. > > See: Script Templates -> Operator Modal View3D, this is a very simple > operator that uses the mouse to move the view offset. > in execute() you can set rv3d.view_location and rv3d.view_rotation > > API Ref: > http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.types.RegionView3D.html > > Reading you're mail I remembered rv3d.view_matrix was readonly, just > committed support for assignment r36317. > This makes manipulating the view easier, so you can assign the > transform without worrying about the 'view_distance'. > > Of course once the basics are done this can become more involved, > casting rays, smoother motion, mouse-look & strafe :-) > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers