- 2018-09-19 at 7:51 pm #7552
I could be getting some settings wrong but I have a setup where the camera is supposed to be locked to the origin and you can pan around in a 360 spherical photo with some objects that are selectable cut out of the photo. In using the “look at” and the “tween camera to” puzzles, it seems the camera is made to jump to the subject instead of being locked to the origin as I intended.2018-09-19 at 8:32 pm #7555
Here is a link to a setup that replicates the problem. Click the “Click Me” HTML element at the bottom so see what I’m talking about. I’m not sure if it’s a puzzles bug or the way I have my camera set up in blender being sub-optimal.2018-09-20 at 10:37 am #7557
The camera in your file has Max Distance value set to a small number 0.01 (default is 100). I guess this interferes with the look at operator.
Also it is better to use a second No controls camera for tweening, and switch between it and the user-controlled camera with the set active camera puzzle.
2018-09-20 at 11:43 am #7559
- This reply was modified 1 year, 1 month ago by Yuri Kovelenov.
I’m a little unclear about the different camera control options. I want to be able to pan but I don’t want the camera to move it’s position from the origin (messing up the perspective on the 360 photo sphere. Scrolling (zooming in) actually changes the camera position instead of viewing angle. I want to disable zoom and position changes but allow panning and have the “look at” functional. What setup should I use? Orbit, Flying, No control?2018-09-20 at 12:50 pm #7560
I want to be able to pan but I don’t want the camera to move it’s position from the origin (messing up the perspective on the 360 photo sphere.
Then I think you can parent the photo sphere to the camera so that it looks as immobile.2018-09-20 at 2:22 pm #7561
Okay I get the issue now. I want the camera to be setup to pan but not around an object (orbit). I just want to click and drag to rotate my view (like a 360 youtube video). In order to do this, I am currently using a small camera offset from center (0,0.01,0) and using the origin as my target. So the camera orbits the origin and all works as I want.
When I use the “look at” puzzle, the orbit target changes to the object. Now my view is distorted because I’m no longer in the center of the sphere and I’m no longer panning around the origin, I’m panning around an object on the surface of my sphere. I want the camera to be pointed at an object but not rotate around it.
Could I/should I use a different camera set up to achieve what I’m after (A camera locked to the origin and able to pan and look at specific items on the interior surface of a sphere)2018-09-20 at 3:14 pm #7571
Could I/should I use a different camera set up to achieve what I’m after (A camera locked to the origin and able to pan and look at specific items on the interior surface of a sphere)
You can change the camera type when it look at specific object on “No Controlls” camera type, and then back to Orbit cmer when it return to it’s main position.
Co-founder and lead graphics specialist at Soft8Soft.2018-09-20 at 9:24 pm #7576
Thanks, your suggestion got me to an acceptable behavior for my application. Generally I’d like to know the proper way to implement a camera mode which is “pan only” and can be pointed at various targets without rotating around them (like the orbit camera does.) I’ll post on the forum if I figure it out.2019-10-09 at 1:24 pm #20002
I’m also having a hard time to switch between a panning only and “normal” camera. I also tried the approach using a camera for moves and switching to another camera when the tween is done.
But I’m getting weird jumps sometimes. Can someone maybe show an example puzzle, how a proper setup would look like?
I managed to get it working messing around with the cam limits, jumping back and forth. It would be great for upcoming version to have a puzzle to change the cam limits for the active camera.
2019-10-10 at 6:21 am #20014
- This reply was modified 1 week, 5 days ago by mugga.
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