Re: [Bf-committers] Camera view navigation rant
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
@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
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
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
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
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
+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
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
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
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
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
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
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
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
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
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