We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

Is Orbit camera with roll/tilt possible?

Home Forums Graphics / Blender Is Orbit camera with roll/tilt possible?

Viewing 4 posts - 1 through 4 (of 4 total)
  • Author
    Posts
  • #83301
    devjan
    Participant

    Good day!

    I’m reaching out with a question regarding camera behavior in Verge3D, specifically when transitioning between different control modes.

    I have a scene where I’ve exported two cameras from Blender into Verge3D: one set to No Control and the other to Orbit controls. The No Control camera is animated and includes rotation around its local Z-axis (as set up in Blender). When I switch from the No Control camera to the Orbit camera, I copy the position and rotation parameters to ensure the Orbit camera starts from the same viewpoint. However, the Orbit camera snaps to a different orientation upon activation, seemingly due to its automatic up-vector correction. This issue doesn’t occur when using the Flying camera, which retains the original tilt/roll from Blender.

    My question is whether there’s a way to combine the functionality of these two camera types. Specifically, I’d like to retain the Orbit camera’s pivot-based rotation while allowing for the tilt/roll flexibility of the Flying camera. Alternatively, is there a method to disable or adjust the Orbit camera’s up-vector constraint to prevent it from snapping to a corrected orientation?

    I’d greatly appreciate any insights or suggestions you might have on resolving this. Thank you for your time and assistance!

    Best regards,

    #83308
    xeon
    Customer

    Orbit cameras are very unique as they always want to point up without a tilt as you have already found out. I am sure there is an approach to give you what you need.

    You may want to consider a camera rig…gonna test something out.

    Although I initially thought of empties…you cant as you cant modify their pivot points but you can use a Vertex. The basic concept is a vertex for the pivot point, a vertex at the camera you want to use for orbiting and of course a no controlled camera.

    Parent the Camera to the Cam_Vertex and parent the pivot_vertex to the Cam_vertex.
    you can then set rotation of the Cam_Vertex. You could then use the geteventproperty (touches.pageX and offsetX to track the mouse position and trigger the rotation of the CamVertex.

    Might work.

    • This reply was modified 1 day, 1 hour ago by xeon.
    • This reply was modified 1 day, 1 hour ago by xeon.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #83311
    devjan
    Participant

    Thanks for your suggestion. However, modifying cams in every blender scene is not an option. Maybe Verge devs have a solution.

    P.S. Currently solved it by writing a custom camera controls script and attached it to a new perspective camera that replaced an imported orbit camera.

    • This reply was modified 8 hours, 15 minutes ago by devjan.
    • This reply was modified 8 hours, 14 minutes ago by devjan.
    #83324

    Hi,
    Unfortunately, implementing custom tilt in Orbit camera is not quite an easy task. If you need to mix static camera animation with orbiting you might assign custom orbiting animation along with your standard animation (on the same timeline) and then set animation frame by registering clicks on some helper elements, e.g. “left” and “right”.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

Viewing 4 posts - 1 through 4 (of 4 total)
  • You must be logged in to reply to this topic.