Re: [Bf-committers] Camera view navigation rant

2011-05-14 Thread Campbell Barton
made a new patch, needs to be applied against r36680.

- Camera view transformation is copied to the view before starting
zoom/pan/dolly.
- Delta rotations dont make the view jump anymore (bug fixed in trunk)

http://codereview.appspot.com/4545045/

On Sat, May 14, 2011 at 4:21 AM, Mike S blender...@mikes.id.au wrote:

 oh ... this occurs with or without the camera selected using the middle
 mouse button navigation and/or zoom AND Auto Depth option Enabled.

 With the Auto Depth disabled seems to work moving the view using the
 middle mouse nav with camera selected or not. Zooming with middle mouse
 or CNTL middle mouse push still has issues IF the camera is not selected.

 With camera selected and LCV on using G/R hotkeys in local or world
 works fine.

 Hmm it seems like using the 3D view AND clicking in 3D space with middle
 mouse as part of a view change leads to the jumps when back in the
 camera with LCV enabled. Just toggling 0 in and out has no effect...
 you have to change the 3D view to cause the jump in cam view with LCV
 enabled.

 Sorry I can not yet pin it down to something definite.  The addition
 seems fine in probably most if the use cases.  I do tend to find the
 outlier cases as I probably don't work in the same way most 3d artists
 do ^_^.

 Mike.

 On 11/05/14 13:07, Mike S wrote:
 Only one problem I can see at the moment with this fine addition is
 returning to locked camera view to adjust can snap your camera to the
 last 3D viewport position rather than adjust the current camera position.

 1. Set up the camera view you want with lock Camera/view (LCV) set.
 2. Turn off LCV as if you want to say adjust a light etc etc elsewhere
 in the scene. Moving your 3D viewport to do the adjustments.
 3. Press 0 to get back into camera as you left it at 1.
 4. Turn on the LCV checkbox ...all is well so far.
 5. Attempt to adjust camera view , slight nudge zoom etc, and the camera
 will snap to the last 3D view position you used to adjust your other
 elements in. Thus you have to reposition again.


 Mike.

 On 11/05/14 12:26, Mike S wrote:
 Seems to work fine with SCONS build on OSX against 36676.

 Mike.


 On 11/05/14 12:11, Campbell Barton wrote:
 Can't see why linking would fail, did you apply the patch against
 blender r36676?

 On Fri, May 13, 2011 at 9:46 PM, Damir
 Prebegblend.fact...@gmail.com wrote:
 Tried but I get linker error:
 LINK : fatal error LNK1181: cannot open input file
 '..\..\lib\Release\bf_editor_space_view3d.lib'

 On 13 May 2011 20:23, Campbell Bartonideasma...@gmail.com wrote:
 Patch for camera view locking.
 Access from View panel under the Lock to Cursor button,

 http://codereview.appspot.com/4528068/



 ___
 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


Re: [Bf-committers] Camera view navigation rant

2011-05-14 Thread Daniel Salazar - 3Developer.com
Ok this one runs smth :)

Daniel Salazar
3Developer.com



On Sat, May 14, 2011 at 12:01 AM, Campbell Barton ideasma...@gmail.com wrote:
 made a new patch, needs to be applied against r36680.

 - Camera view transformation is copied to the view before starting
 zoom/pan/dolly.
 - Delta rotations dont make the view jump anymore (bug fixed in trunk)

 http://codereview.appspot.com/4545045/

 On Sat, May 14, 2011 at 4:21 AM, Mike S blender...@mikes.id.au wrote:

 oh ... this occurs with or without the camera selected using the middle
 mouse button navigation and/or zoom AND Auto Depth option Enabled.

 With the Auto Depth disabled seems to work moving the view using the
 middle mouse nav with camera selected or not. Zooming with middle mouse
 or CNTL middle mouse push still has issues IF the camera is not selected.

 With camera selected and LCV on using G/R hotkeys in local or world
 works fine.

 Hmm it seems like using the 3D view AND clicking in 3D space with middle
 mouse as part of a view change leads to the jumps when back in the
 camera with LCV enabled. Just toggling 0 in and out has no effect...
 you have to change the 3D view to cause the jump in cam view with LCV
 enabled.

 Sorry I can not yet pin it down to something definite.  The addition
 seems fine in probably most if the use cases.  I do tend to find the
 outlier cases as I probably don't work in the same way most 3d artists
 do ^_^.

 Mike.

 On 11/05/14 13:07, Mike S wrote:
 Only one problem I can see at the moment with this fine addition is
 returning to locked camera view to adjust can snap your camera to the
 last 3D viewport position rather than adjust the current camera position.

 1. Set up the camera view you want with lock Camera/view (LCV) set.
 2. Turn off LCV as if you want to say adjust a light etc etc elsewhere
 in the scene. Moving your 3D viewport to do the adjustments.
 3. Press 0 to get back into camera as you left it at 1.
 4. Turn on the LCV checkbox ...all is well so far.
 5. Attempt to adjust camera view , slight nudge zoom etc, and the camera
 will snap to the last 3D view position you used to adjust your other
 elements in. Thus you have to reposition again.


 Mike.

 On 11/05/14 12:26, Mike S wrote:
 Seems to work fine with SCONS build on OSX against 36676.

 Mike.


 On 11/05/14 12:11, Campbell Barton wrote:
 Can't see why linking would fail, did you apply the patch against
 blender r36676?

 On Fri, May 13, 2011 at 9:46 PM, Damir
 Prebegblend.fact...@gmail.com wrote:
 Tried but I get linker error:
 LINK : fatal error LNK1181: cannot open input file
 '..\..\lib\Release\bf_editor_space_view3d.lib'

 On 13 May 2011 20:23, Campbell Bartonideasma...@gmail.com wrote:
 Patch for camera view locking.
 Access from View panel under the Lock to Cursor button,

 http://codereview.appspot.com/4528068/



 ___
 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

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-05-14 Thread Michael Fox
My only critique is that i use the mousewheel to zoom in and out of the 
currecnt view to get a better view of the scene through the camera, 
however with this patch and camera locked mousewheel now moves the 
camera, so blender left the camera move in only using ctrl-mmb
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-05-14 Thread Campbell Barton
New patch:

Now addes support for almost all view operators...
- auto-depth preference now works
- smooth view navigation supports  too.
- view selected, all  numpad operator support this.

Unless some other problems come up I consider this patch basically finished 
ready for review.

http://codereview.appspot.com/4516052/

@Michael, I was expecting more of these kinds of conflicts which was
originally what put me of writing this,
can you suggest a good way around this?

On Sat, May 14, 2011 at 6:47 AM, Michael Fox mfoxd...@gmail.com wrote:
 My only critique is that i use the mousewheel to zoom in and out of the
 currecnt view to get a better view of the scene through the camera,
 however with this patch and camera locked mousewheel now moves the
 camera, so blender left the camera move in only using ctrl-mmb
 ___
 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


Re: [Bf-committers] Camera view navigation rant

2011-05-14 Thread Damir Prebeg
Aaa [blender user screams out of happiness]...

Thank you Campbell, this one works without linking problems... and
it's almost what I've had in mind.

But... one question. Why did you decided to link Num keys with camera
alignment? Wouldn't be better and more consistent just to treat Camera
View as an User View?
I really think that 1,3,7 should be used only for switching to
Front/Back, Top/Bottom and Left/Right views.

Best regards,

Damir

On 14 May 2011 09:59, Campbell Barton ideasma...@gmail.com wrote:
 New patch:

 Now addes support for almost all view operators...
 - auto-depth preference now works
 - smooth view navigation supports  too.
 - view selected, all  numpad operator support this.

 Unless some other problems come up I consider this patch basically finished 
 ready for review.

 http://codereview.appspot.com/4516052/

 @Michael, I was expecting more of these kinds of conflicts which was
 originally what put me of writing this,
 can you suggest a good way around this?

 On Sat, May 14, 2011 at 6:47 AM, Michael Fox mfoxd...@gmail.com wrote:
 My only critique is that i use the mousewheel to zoom in and out of the
 currecnt view to get a better view of the scene through the camera,
 however with this patch and camera locked mousewheel now moves the
 camera, so blender left the camera move in only using ctrl-mmb
 ___
 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

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-05-14 Thread Campbell Barton
committed to trunk r36690,

main issue left open is how to zoom  pan the camera frame when the
camera is locked, or if this is even important to have.

On Sat, May 14, 2011 at 4:41 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 Maybe 1, 3, 7 etc should be excluded.. will give a good test and see
 how this feels :D

 Daniel Salazar
 3Developer.com



 On Sat, May 14, 2011 at 9:50 AM, Damir Prebeg blend.fact...@gmail.com wrote:
 Aaa [blender user screams out of happiness]...

 Thank you Campbell, this one works without linking problems... and
 it's almost what I've had in mind.

 But... one question. Why did you decided to link Num keys with camera
 alignment? Wouldn't be better and more consistent just to treat Camera
 View as an User View?
 I really think that 1,3,7 should be used only for switching to
 Front/Back, Top/Bottom and Left/Right views.

 Best regards,

 Damir

 On 14 May 2011 09:59, Campbell Barton ideasma...@gmail.com wrote:
 New patch:

 Now addes support for almost all view operators...
 - auto-depth preference now works
 - smooth view navigation supports  too.
 - view selected, all  numpad operator support this.

 Unless some other problems come up I consider this patch basically finished 
 
 ready for review.

 http://codereview.appspot.com/4516052/

 @Michael, I was expecting more of these kinds of conflicts which was
 originally what put me of writing this,
 can you suggest a good way around this?

 On Sat, May 14, 2011 at 6:47 AM, Michael Fox mfoxd...@gmail.com wrote:
 My only critique is that i use the mousewheel to zoom in and out of the
 currecnt view to get a better view of the scene through the camera,
 however with this patch and camera locked mousewheel now moves the
 camera, so blender left the camera move in only using ctrl-mmb
 ___
 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

 ___
 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


Re: [Bf-committers] Camera view navigation rant

2011-05-14 Thread Ejner Fergo
Really nice to see this finally in Blender, many thanks Campbell!

During my short testing I only found a bug with Auto Perspective
enabled, then it doesn't work. But you are probably aware of this
already.

Best regards,

Ejner

On Sat, May 14, 2011 at 10:01 PM, Damir Prebeg blend.fact...@gmail.com wrote:
 Works as a charm Campbell! Thank you very much for this!

 P.S. I've noticed a small bug. When orbiting or zooming (that is
 moving) camera using this new Lock, other views aren't updated
 correctly.

 Best regards,

 Damir

 On 14 May 2011 20:07, Campbell Barton ideasma...@gmail.com wrote:
 committed to trunk r36690,

 main issue left open is how to zoom  pan the camera frame when the
 camera is locked, or if this is even important to have.

 On Sat, May 14, 2011 at 4:41 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 Maybe 1, 3, 7 etc should be excluded.. will give a good test and see
 how this feels :D

 Daniel Salazar
 3Developer.com



 On Sat, May 14, 2011 at 9:50 AM, Damir Prebeg blend.fact...@gmail.com 
 wrote:
 Aaa [blender user screams out of happiness]...

 Thank you Campbell, this one works without linking problems... and
 it's almost what I've had in mind.

 But... one question. Why did you decided to link Num keys with camera
 alignment? Wouldn't be better and more consistent just to treat Camera
 View as an User View?
 I really think that 1,3,7 should be used only for switching to
 Front/Back, Top/Bottom and Left/Right views.

 Best regards,

 Damir

 On 14 May 2011 09:59, Campbell Barton ideasma...@gmail.com wrote:
 New patch:

 Now addes support for almost all view operators...
 - auto-depth preference now works
 - smooth view navigation supports  too.
 - view selected, all  numpad operator support this.

 Unless some other problems come up I consider this patch basically 
 finished 
 ready for review.

 http://codereview.appspot.com/4516052/

 @Michael, I was expecting more of these kinds of conflicts which was
 originally what put me of writing this,
 can you suggest a good way around this?

 On Sat, May 14, 2011 at 6:47 AM, Michael Fox mfoxd...@gmail.com wrote:
 My only critique is that i use the mousewheel to zoom in and out of the
 currecnt view to get a better view of the scene through the camera,
 however with this patch and camera locked mousewheel now moves the
 camera, so blender left the camera move in only using ctrl-mmb
 ___
 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

 ___
 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

 ___
 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


Re: [Bf-committers] Camera view navigation rant

2011-05-14 Thread Campbell Barton
bugs fixed r36693.

- camera object movement was missing a notifier
- auto perspective now works when rotating the view.
- shift+b now zooms.

On Sat, May 14, 2011 at 11:59 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 Works smooth... and feels very natural to navigate now :D, just need
 to remember not to press the number buttons. One thing I noticed,
 theres a keymap conflict between Shift B in camera view = border
 render and navigation border zoom, this would be great in camera view

 cheers!!

 Daniel Salazar
 3Developer.com



 On Sat, May 14, 2011 at 2:24 PM, Ejner Fergo ejner...@gmail.com wrote:
 Really nice to see this finally in Blender, many thanks Campbell!

 During my short testing I only found a bug with Auto Perspective
 enabled, then it doesn't work. But you are probably aware of this
 already.

 Best regards,

 Ejner

 On Sat, May 14, 2011 at 10:01 PM, Damir Prebeg blend.fact...@gmail.com 
 wrote:
 Works as a charm Campbell! Thank you very much for this!

 P.S. I've noticed a small bug. When orbiting or zooming (that is
 moving) camera using this new Lock, other views aren't updated
 correctly.

 Best regards,

 Damir

 On 14 May 2011 20:07, Campbell Barton ideasma...@gmail.com wrote:
 committed to trunk r36690,

 main issue left open is how to zoom  pan the camera frame when the
 camera is locked, or if this is even important to have.

 On Sat, May 14, 2011 at 4:41 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 Maybe 1, 3, 7 etc should be excluded.. will give a good test and see
 how this feels :D

 Daniel Salazar
 3Developer.com



 On Sat, May 14, 2011 at 9:50 AM, Damir Prebeg blend.fact...@gmail.com 
 wrote:
 Aaa [blender user screams out of happiness]...

 Thank you Campbell, this one works without linking problems... and
 it's almost what I've had in mind.

 But... one question. Why did you decided to link Num keys with camera
 alignment? Wouldn't be better and more consistent just to treat Camera
 View as an User View?
 I really think that 1,3,7 should be used only for switching to
 Front/Back, Top/Bottom and Left/Right views.

 Best regards,

 Damir

 On 14 May 2011 09:59, Campbell Barton ideasma...@gmail.com wrote:
 New patch:

 Now addes support for almost all view operators...
 - auto-depth preference now works
 - smooth view navigation supports  too.
 - view selected, all  numpad operator support this.

 Unless some other problems come up I consider this patch basically 
 finished 
 ready for review.

 http://codereview.appspot.com/4516052/

 @Michael, I was expecting more of these kinds of conflicts which was
 originally what put me of writing this,
 can you suggest a good way around this?

 On Sat, May 14, 2011 at 6:47 AM, Michael Fox mfoxd...@gmail.com wrote:
 My only critique is that i use the mousewheel to zoom in and out of the
 currecnt view to get a better view of the scene through the camera,
 however with this patch and camera locked mousewheel now moves the
 camera, so blender left the camera move in only using ctrl-mmb
 ___
 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

 ___
 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

 ___
 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

 ___
 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


Re: [Bf-committers] Camera view navigation rant

2011-05-13 Thread Campbell Barton
Patch for camera view locking.
Access from View panel under the Lock to Cursor button,

http://codereview.appspot.com/4528068/

On Wed, Apr 27, 2011 at 6:22 AM, Damir Prebeg blend.fact...@gmail.com wrote:
 Actually, IMHO Blender has the best 3D view navigation on the market
 and I simply love it. I realize that and I cry every time when I have
 to manipulate some other 3D App views.
 I don't mind to have a set of widgets that would help, but current
 shortcut key based navigation is priceless.
 Only thing that I would like to have is ability to manipulate with cam
 (or object) view in the same way as I manipulate with every other
 view.

 On 27 April 2011 08:01, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 Yes Ive been thinking in something like that, I think the navigation
 is overall too hard and hotkey oriented, lots of local rotations and
 grabs without the widgets there to help. I wonder if we could design a
 set of in camera view widgets?

 Daniel Salazar
 3Developer.com



 On Tue, Apr 26, 2011 at 11:59 PM, Damir Prebeg blend.fact...@gmail.com 
 wrote:
 How bout a pin icon in one corner of camera view so when activated,
 cam view (or any object view) would act as regular view?
 And ALT could be a shortcut key that would temporary glue cam to the
 view (Alt+MMB would rotate cam, CTRL+ALT+MMB would move camera forward
 or backward and SHIFT+ALT+MMB would pan camera?)

 On 27 April 2011 07:36, Mats Holmberg mats.holmb...@2me.fi wrote:
 And if this would work for the camera, then it should also work for 
 anything else (lamps mainly). The script didn't work for me on osx - the 
 view is not locked to the camera view and trackballing around loses the 
 camera lock alltogether =)

 Cheers,
 -mats

 On 27.4.2011, at 1.39, Daniel Salazar - 3Developer.com wrote:

 @dfelinto(pto): nope, it would need to *stay* in camera view when panning
 and dollying around :)

 Daniel Salazar
 3Developer.com



 On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto dfeli...@gmail.com 
 wrote:
 Below you can find some code for (...) Lock camera to view.
 Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which
 even takes care of non-perspective views)

 On my understanding what people are ranting is for the lack of options
 to move while inside the camera mode.

 --
 Dalai

 2011/4/26 bartius crouch bartius.cro...@gmail.com:
 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 Like Campbell said, that isn't very hard to do in python. Below you can 
 find
 some code for it.
 Copy the text below into the text-editor, Run Script (alt+P), go to 
 3d-view,
 search (spacebar) for Lock camera to view.



 import bpy
 import mathutils


 class ModalOperator(bpy.types.Operator):
    '''Move camera along with the viewport'''
    bl_idname = view3d.lock_camera
    bl_label = Lock camera to view

    @classmethod
    def poll(cls, context):
        camera = context.scene.camera
        if not camera:
            return(False)
        return(camera.name in context.scene.objects)

    def modal(self, context, event):
        camera = context.scene.camera
        rv3d = context.space_data.region_3d

        # rotation + location
        camera.matrix_world = rv3d.view_matrix.copy().inverted()

        # override location to take view_distance into account
        rotation = rv3d.view_matrix.copy().to_3x3().inverted()
        z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation
        camera.location = rv3d.view_location + (rv3d.view_distance *
 z_normal)

        # handle events
        if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']:
            context.area.header_text_set()
            return {'FINISHED'}
        elif event.type == 'ESC':
            camera.matrix_world = self.camera_matrix
            context.area.header_text_set()
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        self.camera_matrix = context.scene.camera.matrix_world.copy()
        context.space_data.region_3d.view_perspective = 'PERSP'
        context.area.header_text_set(ESC to cancel, ENTER or LMB to
 confirm)
        return {'RUNNING_MODAL'}


 def register():
    bpy.utils.register_class(ModalOperator)


 def unregister():
    bpy.utils.unregister_class(ModalOperator)


 if __name__ == __main__:
    register()
 ___
 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

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

 ___
 Bf-committers 

Re: [Bf-committers] Camera view navigation rant

2011-05-13 Thread Damir Prebeg
Tried but I get linker error:
LINK : fatal error LNK1181: cannot open input file
'..\..\lib\Release\bf_editor_space_view3d.lib'

On 13 May 2011 20:23, Campbell Barton ideasma...@gmail.com wrote:
 Patch for camera view locking.
 Access from View panel under the Lock to Cursor button,

 http://codereview.appspot.com/4528068/

 On Wed, Apr 27, 2011 at 6:22 AM, Damir Prebeg blend.fact...@gmail.com wrote:
 Actually, IMHO Blender has the best 3D view navigation on the market
 and I simply love it. I realize that and I cry every time when I have
 to manipulate some other 3D App views.
 I don't mind to have a set of widgets that would help, but current
 shortcut key based navigation is priceless.
 Only thing that I would like to have is ability to manipulate with cam
 (or object) view in the same way as I manipulate with every other
 view.

 On 27 April 2011 08:01, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 Yes Ive been thinking in something like that, I think the navigation
 is overall too hard and hotkey oriented, lots of local rotations and
 grabs without the widgets there to help. I wonder if we could design a
 set of in camera view widgets?

 Daniel Salazar
 3Developer.com



 On Tue, Apr 26, 2011 at 11:59 PM, Damir Prebeg blend.fact...@gmail.com 
 wrote:
 How bout a pin icon in one corner of camera view so when activated,
 cam view (or any object view) would act as regular view?
 And ALT could be a shortcut key that would temporary glue cam to the
 view (Alt+MMB would rotate cam, CTRL+ALT+MMB would move camera forward
 or backward and SHIFT+ALT+MMB would pan camera?)

 On 27 April 2011 07:36, Mats Holmberg mats.holmb...@2me.fi wrote:
 And if this would work for the camera, then it should also work for 
 anything else (lamps mainly). The script didn't work for me on osx - the 
 view is not locked to the camera view and trackballing around loses the 
 camera lock alltogether =)

 Cheers,
 -mats

 On 27.4.2011, at 1.39, Daniel Salazar - 3Developer.com wrote:

 @dfelinto(pto): nope, it would need to *stay* in camera view when panning
 and dollying around :)

 Daniel Salazar
 3Developer.com



 On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto dfeli...@gmail.com 
 wrote:
 Below you can find some code for (...) Lock camera to view.
 Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which
 even takes care of non-perspective views)

 On my understanding what people are ranting is for the lack of options
 to move while inside the camera mode.

 --
 Dalai

 2011/4/26 bartius crouch bartius.cro...@gmail.com:
 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 Like Campbell said, that isn't very hard to do in python. Below you 
 can find
 some code for it.
 Copy the text below into the text-editor, Run Script (alt+P), go to 
 3d-view,
 search (spacebar) for Lock camera to view.



 import bpy
 import mathutils


 class ModalOperator(bpy.types.Operator):
    '''Move camera along with the viewport'''
    bl_idname = view3d.lock_camera
    bl_label = Lock camera to view

    @classmethod
    def poll(cls, context):
        camera = context.scene.camera
        if not camera:
            return(False)
        return(camera.name in context.scene.objects)

    def modal(self, context, event):
        camera = context.scene.camera
        rv3d = context.space_data.region_3d

        # rotation + location
        camera.matrix_world = rv3d.view_matrix.copy().inverted()

        # override location to take view_distance into account
        rotation = rv3d.view_matrix.copy().to_3x3().inverted()
        z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation
        camera.location = rv3d.view_location + (rv3d.view_distance *
 z_normal)

        # handle events
        if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']:
            context.area.header_text_set()
            return {'FINISHED'}
        elif event.type == 'ESC':
            camera.matrix_world = self.camera_matrix
            context.area.header_text_set()
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        self.camera_matrix = context.scene.camera.matrix_world.copy()
        context.space_data.region_3d.view_perspective = 'PERSP'
        context.area.header_text_set(ESC to cancel, ENTER or LMB to
 confirm)
        return {'RUNNING_MODAL'}


 def register():
    bpy.utils.register_class(ModalOperator)


 def unregister():
    bpy.utils.unregister_class(ModalOperator)


 if __name__ == __main__:
    register()
 ___
 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

 

Re: [Bf-committers] Camera view navigation rant

2011-05-13 Thread Campbell Barton
Can't see why linking would fail, did you apply the patch against
blender r36676?

On Fri, May 13, 2011 at 9:46 PM, Damir Prebeg blend.fact...@gmail.com wrote:
 Tried but I get linker error:
 LINK : fatal error LNK1181: cannot open input file
 '..\..\lib\Release\bf_editor_space_view3d.lib'

 On 13 May 2011 20:23, Campbell Barton ideasma...@gmail.com wrote:
 Patch for camera view locking.
 Access from View panel under the Lock to Cursor button,

 http://codereview.appspot.com/4528068/

 On Wed, Apr 27, 2011 at 6:22 AM, Damir Prebeg blend.fact...@gmail.com 
 wrote:
 Actually, IMHO Blender has the best 3D view navigation on the market
 and I simply love it. I realize that and I cry every time when I have
 to manipulate some other 3D App views.
 I don't mind to have a set of widgets that would help, but current
 shortcut key based navigation is priceless.
 Only thing that I would like to have is ability to manipulate with cam
 (or object) view in the same way as I manipulate with every other
 view.

 On 27 April 2011 08:01, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 Yes Ive been thinking in something like that, I think the navigation
 is overall too hard and hotkey oriented, lots of local rotations and
 grabs without the widgets there to help. I wonder if we could design a
 set of in camera view widgets?

 Daniel Salazar
 3Developer.com



 On Tue, Apr 26, 2011 at 11:59 PM, Damir Prebeg blend.fact...@gmail.com 
 wrote:
 How bout a pin icon in one corner of camera view so when activated,
 cam view (or any object view) would act as regular view?
 And ALT could be a shortcut key that would temporary glue cam to the
 view (Alt+MMB would rotate cam, CTRL+ALT+MMB would move camera forward
 or backward and SHIFT+ALT+MMB would pan camera?)

 On 27 April 2011 07:36, Mats Holmberg mats.holmb...@2me.fi wrote:
 And if this would work for the camera, then it should also work for 
 anything else (lamps mainly). The script didn't work for me on osx - the 
 view is not locked to the camera view and trackballing around loses the 
 camera lock alltogether =)

 Cheers,
 -mats

 On 27.4.2011, at 1.39, Daniel Salazar - 3Developer.com wrote:

 @dfelinto(pto): nope, it would need to *stay* in camera view when 
 panning
 and dollying around :)

 Daniel Salazar
 3Developer.com



 On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto dfeli...@gmail.com 
 wrote:
 Below you can find some code for (...) Lock camera to view.
 Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which
 even takes care of non-perspective views)

 On my understanding what people are ranting is for the lack of options
 to move while inside the camera mode.

 --
 Dalai

 2011/4/26 bartius crouch bartius.cro...@gmail.com:
 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 Like Campbell said, that isn't very hard to do in python. Below you 
 can find
 some code for it.
 Copy the text below into the text-editor, Run Script (alt+P), go to 
 3d-view,
 search (spacebar) for Lock camera to view.



 import bpy
 import mathutils


 class ModalOperator(bpy.types.Operator):
    '''Move camera along with the viewport'''
    bl_idname = view3d.lock_camera
    bl_label = Lock camera to view

    @classmethod
    def poll(cls, context):
        camera = context.scene.camera
        if not camera:
            return(False)
        return(camera.name in context.scene.objects)

    def modal(self, context, event):
        camera = context.scene.camera
        rv3d = context.space_data.region_3d

        # rotation + location
        camera.matrix_world = rv3d.view_matrix.copy().inverted()

        # override location to take view_distance into account
        rotation = rv3d.view_matrix.copy().to_3x3().inverted()
        z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation
        camera.location = rv3d.view_location + (rv3d.view_distance *
 z_normal)

        # handle events
        if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']:
            context.area.header_text_set()
            return {'FINISHED'}
        elif event.type == 'ESC':
            camera.matrix_world = self.camera_matrix
            context.area.header_text_set()
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        self.camera_matrix = context.scene.camera.matrix_world.copy()
        context.space_data.region_3d.view_perspective = 'PERSP'
        context.area.header_text_set(ESC to cancel, ENTER or LMB to
 confirm)
        return {'RUNNING_MODAL'}


 def register():
    bpy.utils.register_class(ModalOperator)


 def unregister():
    bpy.utils.unregister_class(ModalOperator)


 if __name__ == __main__:
    register()
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

 

Re: [Bf-committers] Camera view navigation rant

2011-05-13 Thread Mike S
Seems to work fine with SCONS build on OSX against 36676.

Mike.


On 11/05/14 12:11, Campbell Barton wrote:
 Can't see why linking would fail, did you apply the patch against
 blender r36676?

 On Fri, May 13, 2011 at 9:46 PM, Damir Prebegblend.fact...@gmail.com  wrote:
 Tried but I get linker error:
 LINK : fatal error LNK1181: cannot open input file
 '..\..\lib\Release\bf_editor_space_view3d.lib'

 On 13 May 2011 20:23, Campbell Bartonideasma...@gmail.com  wrote:
 Patch for camera view locking.
 Access from View panel under the Lock to Cursor button,

 http://codereview.appspot.com/4528068/



___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-05-13 Thread Mike S
Only one problem I can see at the moment with this fine addition is 
returning to locked camera view to adjust can snap your camera to the 
last 3D viewport position rather than adjust the current camera position.

1. Set up the camera view you want with lock Camera/view (LCV) set.
2. Turn off LCV as if you want to say adjust a light etc etc elsewhere 
in the scene. Moving your 3D viewport to do the adjustments.
3. Press 0 to get back into camera as you left it at 1.
4. Turn on the LCV checkbox ...all is well so far.
5. Attempt to adjust camera view , slight nudge zoom etc, and the camera 
will snap to the last 3D view position you used to adjust your other 
elements in.  Thus you have to reposition again.


Mike.

On 11/05/14 12:26, Mike S wrote:
 Seems to work fine with SCONS build on OSX against 36676.

 Mike.


 On 11/05/14 12:11, Campbell Barton wrote:
 Can't see why linking would fail, did you apply the patch against
 blender r36676?

 On Fri, May 13, 2011 at 9:46 PM, Damir Prebegblend.fact...@gmail.com   
 wrote:
 Tried but I get linker error:
 LINK : fatal error LNK1181: cannot open input file
 '..\..\lib\Release\bf_editor_space_view3d.lib'

 On 13 May 2011 20:23, Campbell Bartonideasma...@gmail.com   wrote:
 Patch for camera view locking.
 Access from View panel under the Lock to Cursor button,

 http://codereview.appspot.com/4528068/



 ___
 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


Re: [Bf-committers] Camera view navigation rant

2011-05-13 Thread Jonathan Williamson
I get this error when compiling with SCONS against 36676:

scons: 
`/Users/jonathanwilliamson/blender-patches/build/darwin/lib/libge_converter.a' 
is up to date.
scons: `install' is up to date.
Linking library == 'libbf_rna.a'
/usr/bin/ranlib: file: 
/Users/jonathanwilliamson/blender-patches/build/darwin/lib/libbf_rna.a(rna_test_gen.o)
 has no symbols
Linking program == 'blender'
Undefined symbols:
_view3d_to_ob, referenced from:
_ED_view3d_camera_lock_sync in libbf_editors_space_view3d.a(view3d_edit.o)
ld: symbol(s) not found
collect2: ld returned 1 exit status
scons: *** [/Users/jonathanwilliamson/blender-patches/build/darwin/bin/blender] 
Error 1
scons: building terminated because of errors.
jonathan-imac:blender jonathanwilliamson$ 

-- 
Jonathan Williamson

Instructor - http://www.blendercookie.com
Personal Trainer - http://www.mavenseed.com
Portfolio - http://www.jw3d.com

On Friday, May 13, 2011 at 10:37 PM, Mike S wrote: 
 Only one problem I can see at the moment with this fine addition is 
 returning to locked camera view to adjust can snap your camera to the 
 last 3D viewport position rather than adjust the current camera position.
 
 1. Set up the camera view you want with lock Camera/view (LCV) set.
 2. Turn off LCV as if you want to say adjust a light etc etc elsewhere 
 in the scene. Moving your 3D viewport to do the adjustments.
 3. Press 0 to get back into camera as you left it at 1.
 4. Turn on the LCV checkbox ...all is well so far.
 5. Attempt to adjust camera view , slight nudge zoom etc, and the camera 
 will snap to the last 3D view position you used to adjust your other 
 elements in. Thus you have to reposition again.
 
 
 Mike.
 
 On 11/05/14 12:26, Mike S wrote:
  Seems to work fine with SCONS build on OSX against 36676.
  
  Mike.
  
  
  On 11/05/14 12:11, Campbell Barton wrote:
   Can't see why linking would fail, did you apply the patch against
   blender r36676?
   
   On Fri, May 13, 2011 at 9:46 PM, Damir Prebegblend.fact...@gmail.com 
   wrote:
Tried but I get linker error:
LINK : fatal error LNK1181: cannot open input file
'..\..\lib\Release\bf_editor_space_view3d.lib'

On 13 May 2011 20:23, Campbell Bartonideasma...@gmail.com wrote:
 Patch for camera view locking.
 Access from View panel under the Lock to Cursor button,
 
 http://codereview.appspot.com/4528068/
  
  
  ___
  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
 
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-05-13 Thread Mike S

oh ... this occurs with or without the camera selected using the middle 
mouse button navigation and/or zoom AND Auto Depth option Enabled.

With the Auto Depth disabled seems to work moving the view using the 
middle mouse nav with camera selected or not. Zooming with middle mouse 
or CNTL middle mouse push still has issues IF the camera is not selected.

With camera selected and LCV on using G/R hotkeys in local or world 
works fine.

Hmm it seems like using the 3D view AND clicking in 3D space with middle 
mouse as part of a view change leads to the jumps when back in the 
camera with LCV enabled. Just toggling 0 in and out has no effect... 
you have to change the 3D view to cause the jump in cam view with LCV 
enabled.

Sorry I can not yet pin it down to something definite.  The addition 
seems fine in probably most if the use cases.  I do tend to find the 
outlier cases as I probably don't work in the same way most 3d artists 
do ^_^.

Mike.

On 11/05/14 13:07, Mike S wrote:
 Only one problem I can see at the moment with this fine addition is
 returning to locked camera view to adjust can snap your camera to the
 last 3D viewport position rather than adjust the current camera position.

 1. Set up the camera view you want with lock Camera/view (LCV) set.
 2. Turn off LCV as if you want to say adjust a light etc etc elsewhere
 in the scene. Moving your 3D viewport to do the adjustments.
 3. Press 0 to get back into camera as you left it at 1.
 4. Turn on the LCV checkbox ...all is well so far.
 5. Attempt to adjust camera view , slight nudge zoom etc, and the camera
 will snap to the last 3D view position you used to adjust your other
 elements in. Thus you have to reposition again.


 Mike.

 On 11/05/14 12:26, Mike S wrote:
 Seems to work fine with SCONS build on OSX against 36676.

 Mike.


 On 11/05/14 12:11, Campbell Barton wrote:
 Can't see why linking would fail, did you apply the patch against
 blender r36676?

 On Fri, May 13, 2011 at 9:46 PM, Damir
 Prebegblend.fact...@gmail.com wrote:
 Tried but I get linker error:
 LINK : fatal error LNK1181: cannot open input file
 '..\..\lib\Release\bf_editor_space_view3d.lib'

 On 13 May 2011 20:23, Campbell Bartonideasma...@gmail.com wrote:
 Patch for camera view locking.
 Access from View panel under the Lock to Cursor button,

 http://codereview.appspot.com/4528068/



 ___
 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


Re: [Bf-committers] Camera view navigation rant

2011-04-27 Thread Damir Prebeg
Actually, IMHO Blender has the best 3D view navigation on the market
and I simply love it. I realize that and I cry every time when I have
to manipulate some other 3D App views.
I don't mind to have a set of widgets that would help, but current
shortcut key based navigation is priceless.
Only thing that I would like to have is ability to manipulate with cam
(or object) view in the same way as I manipulate with every other
view.

On 27 April 2011 08:01, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 Yes Ive been thinking in something like that, I think the navigation
 is overall too hard and hotkey oriented, lots of local rotations and
 grabs without the widgets there to help. I wonder if we could design a
 set of in camera view widgets?

 Daniel Salazar
 3Developer.com



 On Tue, Apr 26, 2011 at 11:59 PM, Damir Prebeg blend.fact...@gmail.com 
 wrote:
 How bout a pin icon in one corner of camera view so when activated,
 cam view (or any object view) would act as regular view?
 And ALT could be a shortcut key that would temporary glue cam to the
 view (Alt+MMB would rotate cam, CTRL+ALT+MMB would move camera forward
 or backward and SHIFT+ALT+MMB would pan camera?)

 On 27 April 2011 07:36, Mats Holmberg mats.holmb...@2me.fi wrote:
 And if this would work for the camera, then it should also work for 
 anything else (lamps mainly). The script didn't work for me on osx - the 
 view is not locked to the camera view and trackballing around loses the 
 camera lock alltogether =)

 Cheers,
 -mats

 On 27.4.2011, at 1.39, Daniel Salazar - 3Developer.com wrote:

 @dfelinto(pto): nope, it would need to *stay* in camera view when panning
 and dollying around :)

 Daniel Salazar
 3Developer.com



 On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto dfeli...@gmail.com wrote:
 Below you can find some code for (...) Lock camera to view.
 Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which
 even takes care of non-perspective views)

 On my understanding what people are ranting is for the lack of options
 to move while inside the camera mode.

 --
 Dalai

 2011/4/26 bartius crouch bartius.cro...@gmail.com:
 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 Like Campbell said, that isn't very hard to do in python. Below you can 
 find
 some code for it.
 Copy the text below into the text-editor, Run Script (alt+P), go to 
 3d-view,
 search (spacebar) for Lock camera to view.



 import bpy
 import mathutils


 class ModalOperator(bpy.types.Operator):
    '''Move camera along with the viewport'''
    bl_idname = view3d.lock_camera
    bl_label = Lock camera to view

    @classmethod
    def poll(cls, context):
        camera = context.scene.camera
        if not camera:
            return(False)
        return(camera.name in context.scene.objects)

    def modal(self, context, event):
        camera = context.scene.camera
        rv3d = context.space_data.region_3d

        # rotation + location
        camera.matrix_world = rv3d.view_matrix.copy().inverted()

        # override location to take view_distance into account
        rotation = rv3d.view_matrix.copy().to_3x3().inverted()
        z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation
        camera.location = rv3d.view_location + (rv3d.view_distance *
 z_normal)

        # handle events
        if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']:
            context.area.header_text_set()
            return {'FINISHED'}
        elif event.type == 'ESC':
            camera.matrix_world = self.camera_matrix
            context.area.header_text_set()
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        self.camera_matrix = context.scene.camera.matrix_world.copy()
        context.space_data.region_3d.view_perspective = 'PERSP'
        context.area.header_text_set(ESC to cancel, ENTER or LMB to
 confirm)
        return {'RUNNING_MODAL'}


 def register():
    bpy.utils.register_class(ModalOperator)


 def unregister():
    bpy.utils.unregister_class(ModalOperator)


 if __name__ == __main__:
    register()
 ___
 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

 ___
 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

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 

Re: [Bf-committers] Camera view navigation rant

2011-04-26 Thread bartius crouch
 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

Like Campbell said, that isn't very hard to do in python. Below you can find
some code for it.
Copy the text below into the text-editor, Run Script (alt+P), go to 3d-view,
search (spacebar) for Lock camera to view.



import bpy
import mathutils


class ModalOperator(bpy.types.Operator):
'''Move camera along with the viewport'''
bl_idname = view3d.lock_camera
bl_label = Lock camera to view

@classmethod
def poll(cls, context):
camera = context.scene.camera
if not camera:
return(False)
return(camera.name in context.scene.objects)

def modal(self, context, event):
camera = context.scene.camera
rv3d = context.space_data.region_3d

# rotation + location
camera.matrix_world = rv3d.view_matrix.copy().inverted()

# override location to take view_distance into account
rotation = rv3d.view_matrix.copy().to_3x3().inverted()
z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation
camera.location = rv3d.view_location + (rv3d.view_distance *
z_normal)

# handle events
if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']:
context.area.header_text_set()
return {'FINISHED'}
elif event.type == 'ESC':
camera.matrix_world = self.camera_matrix
context.area.header_text_set()
return {'CANCELLED'}

return {'PASS_THROUGH'}

def invoke(self, context, event):
context.window_manager.modal_handler_add(self)
self.camera_matrix = context.scene.camera.matrix_world.copy()
context.space_data.region_3d.view_perspective = 'PERSP'
context.area.header_text_set(ESC to cancel, ENTER or LMB to
confirm)
return {'RUNNING_MODAL'}


def register():
bpy.utils.register_class(ModalOperator)


def unregister():
bpy.utils.unregister_class(ModalOperator)


if __name__ == __main__:
register()
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-04-26 Thread Dalai Felinto
 Below you can find some code for (...) Lock camera to view.
Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which
even takes care of non-perspective views)

On my understanding what people are ranting is for the lack of options
to move while inside the camera mode.

--
Dalai

2011/4/26 bartius crouch bartius.cro...@gmail.com:
 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 Like Campbell said, that isn't very hard to do in python. Below you can find
 some code for it.
 Copy the text below into the text-editor, Run Script (alt+P), go to 3d-view,
 search (spacebar) for Lock camera to view.



 import bpy
 import mathutils


 class ModalOperator(bpy.types.Operator):
    '''Move camera along with the viewport'''
    bl_idname = view3d.lock_camera
    bl_label = Lock camera to view

    @classmethod
    def poll(cls, context):
        camera = context.scene.camera
        if not camera:
            return(False)
        return(camera.name in context.scene.objects)

    def modal(self, context, event):
        camera = context.scene.camera
        rv3d = context.space_data.region_3d

        # rotation + location
        camera.matrix_world = rv3d.view_matrix.copy().inverted()

        # override location to take view_distance into account
        rotation = rv3d.view_matrix.copy().to_3x3().inverted()
        z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation
        camera.location = rv3d.view_location + (rv3d.view_distance *
 z_normal)

        # handle events
        if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']:
            context.area.header_text_set()
            return {'FINISHED'}
        elif event.type == 'ESC':
            camera.matrix_world = self.camera_matrix
            context.area.header_text_set()
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        self.camera_matrix = context.scene.camera.matrix_world.copy()
        context.space_data.region_3d.view_perspective = 'PERSP'
        context.area.header_text_set(ESC to cancel, ENTER or LMB to
 confirm)
        return {'RUNNING_MODAL'}


 def register():
    bpy.utils.register_class(ModalOperator)


 def unregister():
    bpy.utils.unregister_class(ModalOperator)


 if __name__ == __main__:
    register()
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-04-26 Thread Daniel Salazar - 3Developer.com
Well that's a start :)

Daniel Salazar
3Developer.com



On Tue, Apr 26, 2011 at 7:43 AM, bartius crouch
bartius.cro...@gmail.com wrote:
 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 Like Campbell said, that isn't very hard to do in python. Below you can find
 some code for it.
 Copy the text below into the text-editor, Run Script (alt+P), go to 3d-view,
 search (spacebar) for Lock camera to view.



 import bpy
 import mathutils


 class ModalOperator(bpy.types.Operator):
    '''Move camera along with the viewport'''
    bl_idname = view3d.lock_camera
    bl_label = Lock camera to view

    @classmethod
    def poll(cls, context):
        camera = context.scene.camera
        if not camera:
            return(False)
        return(camera.name in context.scene.objects)

    def modal(self, context, event):
        camera = context.scene.camera
        rv3d = context.space_data.region_3d

        # rotation + location
        camera.matrix_world = rv3d.view_matrix.copy().inverted()

        # override location to take view_distance into account
        rotation = rv3d.view_matrix.copy().to_3x3().inverted()
        z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation
        camera.location = rv3d.view_location + (rv3d.view_distance *
 z_normal)

        # handle events
        if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']:
            context.area.header_text_set()
            return {'FINISHED'}
        elif event.type == 'ESC':
            camera.matrix_world = self.camera_matrix
            context.area.header_text_set()
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        self.camera_matrix = context.scene.camera.matrix_world.copy()
        context.space_data.region_3d.view_perspective = 'PERSP'
        context.area.header_text_set(ESC to cancel, ENTER or LMB to
 confirm)
        return {'RUNNING_MODAL'}


 def register():
    bpy.utils.register_class(ModalOperator)


 def unregister():
    bpy.utils.unregister_class(ModalOperator)


 if __name__ == __main__:
    register()
 ___
 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


Re: [Bf-committers] Camera view navigation rant

2011-04-26 Thread Daniel Salazar - 3Developer.com
@dfelinto(pto): nope, it would need to *stay* in camera view when panning
and dollying around :)

Daniel Salazar
3Developer.com



On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto dfeli...@gmail.com wrote:
 Below you can find some code for (...) Lock camera to view.
 Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which
 even takes care of non-perspective views)

 On my understanding what people are ranting is for the lack of options
 to move while inside the camera mode.

 --
 Dalai

 2011/4/26 bartius crouch bartius.cro...@gmail.com:
 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 Like Campbell said, that isn't very hard to do in python. Below you can find
 some code for it.
 Copy the text below into the text-editor, Run Script (alt+P), go to 3d-view,
 search (spacebar) for Lock camera to view.



 import bpy
 import mathutils


 class ModalOperator(bpy.types.Operator):
    '''Move camera along with the viewport'''
    bl_idname = view3d.lock_camera
    bl_label = Lock camera to view

    @classmethod
    def poll(cls, context):
        camera = context.scene.camera
        if not camera:
            return(False)
        return(camera.name in context.scene.objects)

    def modal(self, context, event):
        camera = context.scene.camera
        rv3d = context.space_data.region_3d

        # rotation + location
        camera.matrix_world = rv3d.view_matrix.copy().inverted()

        # override location to take view_distance into account
        rotation = rv3d.view_matrix.copy().to_3x3().inverted()
        z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation
        camera.location = rv3d.view_location + (rv3d.view_distance *
 z_normal)

        # handle events
        if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']:
            context.area.header_text_set()
            return {'FINISHED'}
        elif event.type == 'ESC':
            camera.matrix_world = self.camera_matrix
            context.area.header_text_set()
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        self.camera_matrix = context.scene.camera.matrix_world.copy()
        context.space_data.region_3d.view_perspective = 'PERSP'
        context.area.header_text_set(ESC to cancel, ENTER or LMB to
 confirm)
        return {'RUNNING_MODAL'}


 def register():
    bpy.utils.register_class(ModalOperator)


 def unregister():
    bpy.utils.unregister_class(ModalOperator)


 if __name__ == __main__:
    register()
 ___
 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


Re: [Bf-committers] Camera view navigation rant

2011-04-26 Thread Mats Holmberg
And if this would work for the camera, then it should also work for anything 
else (lamps mainly). The script didn't work for me on osx - the view is not 
locked to the camera view and trackballing around loses the camera lock 
alltogether =)

Cheers,
-mats

On 27.4.2011, at 1.39, Daniel Salazar - 3Developer.com wrote:

 @dfelinto(pto): nope, it would need to *stay* in camera view when panning
 and dollying around :)
 
 Daniel Salazar
 3Developer.com
 
 
 
 On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto dfeli...@gmail.com wrote:
 Below you can find some code for (...) Lock camera to view.
 Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which
 even takes care of non-perspective views)
 
 On my understanding what people are ranting is for the lack of options
 to move while inside the camera mode.
 
 --
 Dalai
 
 2011/4/26 bartius crouch bartius.cro...@gmail.com:
 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport
 
 Like Campbell said, that isn't very hard to do in python. Below you can find
 some code for it.
 Copy the text below into the text-editor, Run Script (alt+P), go to 3d-view,
 search (spacebar) for Lock camera to view.
 
 
 
 import bpy
 import mathutils
 
 
 class ModalOperator(bpy.types.Operator):
'''Move camera along with the viewport'''
bl_idname = view3d.lock_camera
bl_label = Lock camera to view
 
@classmethod
def poll(cls, context):
camera = context.scene.camera
if not camera:
return(False)
return(camera.name in context.scene.objects)
 
def modal(self, context, event):
camera = context.scene.camera
rv3d = context.space_data.region_3d
 
# rotation + location
camera.matrix_world = rv3d.view_matrix.copy().inverted()
 
# override location to take view_distance into account
rotation = rv3d.view_matrix.copy().to_3x3().inverted()
z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation
camera.location = rv3d.view_location + (rv3d.view_distance *
 z_normal)
 
# handle events
if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']:
context.area.header_text_set()
return {'FINISHED'}
elif event.type == 'ESC':
camera.matrix_world = self.camera_matrix
context.area.header_text_set()
return {'CANCELLED'}
 
return {'PASS_THROUGH'}
 
def invoke(self, context, event):
context.window_manager.modal_handler_add(self)
self.camera_matrix = context.scene.camera.matrix_world.copy()
context.space_data.region_3d.view_perspective = 'PERSP'
context.area.header_text_set(ESC to cancel, ENTER or LMB to
 confirm)
return {'RUNNING_MODAL'}
 
 
 def register():
bpy.utils.register_class(ModalOperator)
 
 
 def unregister():
bpy.utils.unregister_class(ModalOperator)
 
 
 if __name__ == __main__:
register()
 ___
 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

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-04-26 Thread Damir Prebeg
How bout a pin icon in one corner of camera view so when activated,
cam view (or any object view) would act as regular view?
And ALT could be a shortcut key that would temporary glue cam to the
view (Alt+MMB would rotate cam, CTRL+ALT+MMB would move camera forward
or backward and SHIFT+ALT+MMB would pan camera?)

On 27 April 2011 07:36, Mats Holmberg mats.holmb...@2me.fi wrote:
 And if this would work for the camera, then it should also work for anything 
 else (lamps mainly). The script didn't work for me on osx - the view is not 
 locked to the camera view and trackballing around loses the camera lock 
 alltogether =)

 Cheers,
 -mats

 On 27.4.2011, at 1.39, Daniel Salazar - 3Developer.com wrote:

 @dfelinto(pto): nope, it would need to *stay* in camera view when panning
 and dollying around :)

 Daniel Salazar
 3Developer.com



 On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto dfeli...@gmail.com wrote:
 Below you can find some code for (...) Lock camera to view.
 Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which
 even takes care of non-perspective views)

 On my understanding what people are ranting is for the lack of options
 to move while inside the camera mode.

 --
 Dalai

 2011/4/26 bartius crouch bartius.cro...@gmail.com:
 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 Like Campbell said, that isn't very hard to do in python. Below you can 
 find
 some code for it.
 Copy the text below into the text-editor, Run Script (alt+P), go to 
 3d-view,
 search (spacebar) for Lock camera to view.



 import bpy
 import mathutils


 class ModalOperator(bpy.types.Operator):
    '''Move camera along with the viewport'''
    bl_idname = view3d.lock_camera
    bl_label = Lock camera to view

    @classmethod
    def poll(cls, context):
        camera = context.scene.camera
        if not camera:
            return(False)
        return(camera.name in context.scene.objects)

    def modal(self, context, event):
        camera = context.scene.camera
        rv3d = context.space_data.region_3d

        # rotation + location
        camera.matrix_world = rv3d.view_matrix.copy().inverted()

        # override location to take view_distance into account
        rotation = rv3d.view_matrix.copy().to_3x3().inverted()
        z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation
        camera.location = rv3d.view_location + (rv3d.view_distance *
 z_normal)

        # handle events
        if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']:
            context.area.header_text_set()
            return {'FINISHED'}
        elif event.type == 'ESC':
            camera.matrix_world = self.camera_matrix
            context.area.header_text_set()
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        self.camera_matrix = context.scene.camera.matrix_world.copy()
        context.space_data.region_3d.view_perspective = 'PERSP'
        context.area.header_text_set(ESC to cancel, ENTER or LMB to
 confirm)
        return {'RUNNING_MODAL'}


 def register():
    bpy.utils.register_class(ModalOperator)


 def unregister():
    bpy.utils.unregister_class(ModalOperator)


 if __name__ == __main__:
    register()
 ___
 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

 ___
 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


Re: [Bf-committers] Camera view navigation rant

2011-04-25 Thread Damir Prebeg
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


Re: [Bf-committers] Camera view navigation rant

2011-04-25 Thread Campbell Barton
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


Re: [Bf-committers] Camera view navigation rant

2011-04-25 Thread Jarred de Beer
+1 this side,

While on the topic of camera view navigation, if i may just add something
slightly related: not being able to zoom with ctrl+mmb while in camera view
catches me out a lot.

I'll often have two viewports alongside one another - one in camera view and
one in 3d - while animating to the camera etc.  As i use a tablet and don't
have a mouse wheel, it becomes 'trickier' to focus on a certain area in both
views because i can use ctrl+mmb for the 3D view but have to drop the pen
and grab a second mouse/laptop-trackpad-scroll to focus in the camera view.

Rgds,
J
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-04-25 Thread Daniel Salazar - 3Developer.com
Ok so we got some attention :) now let's get this thing working
great. Any py coders around? (better than me)

Daniel Salazar
3Developer.com



On Sun, Apr 24, 2011 at 3:55 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

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-04-25 Thread Daniel Salazar - 3Developer.com
Yep, I agree :) so lets do this!

Daniel Salazar
3Developer.com



On Mon, Apr 25, 2011 at 7:07 PM, Matt Ebb m...@mke3.net wrote:
 On Mon, Apr 25, 2011 at 7:55 AM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:

 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 This is really all that's needed imo. Funky fly modes and game
 controls may seem cool at first, but they're red herrings - not nearly
 as useful as just being able to rotate the view consistently as you
 would normally. I use it all the time in Houdini.
 ___
 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


Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Morten Mikkelsen

 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?


This is something I would absolutely LOVE to have!!
I couldn't agree more. It would be mega helpful.
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Sean Olson
I would also really enjoy a 'first person mode' that works like every fps
game on the market.   (It does not need to be bound to ground either, a
noclip http://en.wikipedia.org/wiki/Noclip_mode fly mode without inertia
is what I am thinking of).   Navigating is quick, precise and easy with
controls like this.  I have become accustomed to the current flight mode to
reorient the camera, but it is way to sensitive and I do find myself ctrl-z
ing about 3 times every time I use it to get my orientation just right.   I
really feel like a FPS shooter navigation mode would stop lots of headaches.

-Sean


On Sun, Apr 24, 2011 at 3:00 PM, Morten Mikkelsen mikkels...@gmail.comwrote:

 
  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?
 

 This is something I would absolutely LOVE to have!!
 I couldn't agree more. It would be mega helpful.
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers




-- 
||-- Instant Messengers --
|| ICQ at 11133295
|| AIM at shatterstar98
||  MSN Messenger at shatte...@hotmail.com
||  Yahoo Y! at the_7th_samuri
||--
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Daniel Salazar - 3Developer.com
Precisely, a non floor restricted FPS camera

http://www.youtube.com/watch?v=8hx5iInorfE

Daniel Salazar
3Developer.com


On Sun, Apr 24, 2011 at 4:24 PM, Sean Olson seanol...@gmail.com wrote:
 I would also really enjoy a 'first person mode' that works like every fps
 game on the market.   (It does not need to be bound to ground either, a
 noclip http://en.wikipedia.org/wiki/Noclip_mode fly mode without inertia
 is what I am thinking of).   Navigating is quick, precise and easy with
 controls like this.  I have become accustomed to the current flight mode to
 reorient the camera, but it is way to sensitive and I do find myself ctrl-z
 ing about 3 times every time I use it to get my orientation just right.   I
 really feel like a FPS shooter navigation mode would stop lots of headaches.

 -Sean


 On Sun, Apr 24, 2011 at 3:00 PM, Morten Mikkelsen mikkels...@gmail.comwrote:

 
  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?
 

 This is something I would absolutely LOVE to have!!
 I couldn't agree more. It would be mega helpful.
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers




 --
 ||-- Instant Messengers --
 ||                     ICQ at 11133295
 ||                 AIM at shatterstar98
 ||  MSN Messenger at shatte...@hotmail.com
 ||              Yahoo Y! at the_7th_samuri
 ||--
 ___
 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


Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Brandon Phoenix
I'm not a dev, but I definitely agree with you Daniel. I find that view mode 
rarely worthwhile. I think it may be useful to look at the way UDK does this 
(being an FPS engine). UDK uses W and S to control movement on the Y plane, A 
and D for the X plane, and SPACE and C for the Z. Mouse movement is used for 
rotation, and the scroll wheel is used to change the speed of movement. I would 
recommend, for use in Blender to add Q and E to control roll. Working with that 
engine, I've found the movement scheme to be incredibly useful for navigating 
large scenes. 

UDK is available here: http://www.udk.com/

Hope that helps make a decision.

Brandon Phoenix



Date: Sun, 24 Apr 2011 15:55:46 -0600
From: Daniel Salazar - 3Developer.com zan...@gmail.com
Subject: [Bf-committers] Camera view navigation rant
To: bf-blender developers bf-committers@blender.org
Message-ID: banlktinay9yzorasxkdbenshiou0rgz...@mail.gmail.com
Content-Type: text/plain; charset=UTF-8

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
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Jonathan Williamson
Count me in agreeance too! I don't even bother to use fly mode. I find it 
nearly useless. 

Jonathan Williamson
http://blendercookie.com
http://mavenseed.com

On Apr 24, 2011, at 5:53 PM, Brandon Phoenix ktblu...@yahoo.com wrote:

 I'm not a dev, but I definitely agree with you Daniel. I find that view mode 
 rarely worthwhile. I think it may be useful to look at the way UDK does this 
 (being an FPS engine). UDK uses W and S to control movement on the Y plane, A 
 and D for the X plane, and SPACE and C for the Z. Mouse movement is used for 
 rotation, and the scroll wheel is used to change the speed of movement. I 
 would 
 recommend, for use in Blender to add Q and E to control roll. Working with 
 that 
 engine, I've found the movement scheme to be incredibly useful for navigating 
 large scenes. 
 
 UDK is available here: http://www.udk.com/
 
 Hope that helps make a decision.
 
 Brandon Phoenix
 
 
 
 Date: Sun, 24 Apr 2011 15:55:46 -0600
 From: Daniel Salazar - 3Developer.com zan...@gmail.com
 Subject: [Bf-committers] Camera view navigation rant
 To: bf-blender developers bf-committers@blender.org
 Message-ID: banlktinay9yzorasxkdbenshiou0rgz...@mail.gmail.com
 Content-Type: text/plain; charset=UTF-8
 
 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
 ___
 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


Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Agustin Benavidez
Are there some events in bpy like OnStartTransformingViewport
,OnENDTransformingViewport etc, I would prefer to have those events so
then we can write a very easy script to make the camera follow the viewport
manipulation or whatever we want to do with our viewports.

I think we should ask to Campbell make us the bed, and then we can make our
dirty stuffs there ;)




2011/4/24 Jonathan Williamson shadowdrag...@gmail.com

 Count me in agreeance too! I don't even bother to use fly mode. I find it
 nearly useless.

 Jonathan Williamson
 http://blendercookie.com
 http://mavenseed.com

 On Apr 24, 2011, at 5:53 PM, Brandon Phoenix ktblu...@yahoo.com wrote:

  I'm not a dev, but I definitely agree with you Daniel. I find that view
 mode
  rarely worthwhile. I think it may be useful to look at the way UDK does
 this
  (being an FPS engine). UDK uses W and S to control movement on the Y
 plane, A
  and D for the X plane, and SPACE and C for the Z. Mouse movement is used
 for
  rotation, and the scroll wheel is used to change the speed of movement. I
 would
  recommend, for use in Blender to add Q and E to control roll. Working
 with that
  engine, I've found the movement scheme to be incredibly useful for
 navigating
  large scenes.
 
  UDK is available here: http://www.udk.com/
 
  Hope that helps make a decision.
 
  Brandon Phoenix
 
 
 
 
  Date: Sun, 24 Apr 2011 15:55:46 -0600
  From: Daniel Salazar - 3Developer.com zan...@gmail.com
  Subject: [Bf-committers] Camera view navigation rant
  To: bf-blender developers bf-committers@blender.org
  Message-ID: banlktinay9yzorasxkdbenshiou0rgz...@mail.gmail.com
  Content-Type: text/plain; charset=UTF-8
 
  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
  ___
  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

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Campbell Barton
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