Hi Boris, > Select your object, DOUBLE click on the rotation handle. You will see in > the numerical input field open another input field "Angle".
Yes, that works but it rotates the object which is not what I wanted. I need the same numerical window to show for the viewport camera. What I'm doing is using another part of Beggy's answer. I am copying the object dropping that and a new camera into a level so that the level has the same rotation centre as the object then animating using the level's properties/gen/rotation x axis value then using the time slider to view the result with "track animation play" set. Once I see exactly where the angled view is that I want I then create a new camera for that and throw out the level with the animated camera. Sounds tedious but it's quite fast for me. Thanks Neil Cooke ----- Original Message ----- From: "Boris Jahn" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Monday, July 31, 2006 1:55 AM Subject: Re: Viewport Rotation Constraint > Hi Neil, > > > Yes, I get the 45 degree steps using RMB+Alt+Shft, however my wish was > > for a non-stepped realtime constraint on the x axis for the viewport > > camera ... is this what you can get with a macro? > > > > I think there is possibility for this. You need the numerical input > somewhere in your gui. > Select your object, DOUBLE click on the rotation handle. You will see in > the numerical input field open another input field "Angle". Just type in > the angle and then enter. > > > -- > > Bye > Boris - http://www.3ddart.com - > Realsoft Image Contest - http://www.realsoft.org - > > > > >
