Quick note that there have been a few new-devs posting on the mailing list wondering where to start - IMHO a fly mode alternative is a good project for beginner developers so get their feet wet and write something useful.
On Mon, Apr 25, 2011 at 7:22 AM, Damir Prebeg <blend.fact...@gmail.com> wrote: > 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 > -- - Campbell _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers