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 -
>
>
>
>
>

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