Hello @waylow
I was wondering something about a couple of things. Firstly, are things really that crazy down there with lock downs? I always feel people have to be exaggerating.
The other thing was about the camera addon, I added a camera rig with the addon but then I felt like looking for a cool angle moving with the "Camera To View" option, but it didn't work, the camera was held in place, it didn't move at all.
I know that if I grab the camera in the middle circle of the rig I basically have free movement, but I would like to control it like moving the viewport with the Camera to View option.
I then tried the "Aim Lock" slider thinking if I put it to 0 I was going to be able to move the camera with the camera to view, but no.
So basically I'm like a bad behaved kid who wants it all, I want to add the rig, have the freedom to move the camera looking through it with the viewport with the camera to view option. When I turned it on I supposed it would be the same as always and that maybe the part of the rig that is behind the camera would just stick to it, but no, the camera wont budge an inch when I turn camera to view on.
Maybe it's possible and I'm not doing it right? Is there a work around?
Thanks in advance Wayne.
Hi Omar.
Unfortunately when you constrain the camera to a rig, you lose the ability to use the "Camera to View" Operator.
The Aim Lock just gives you the ability to disconnect the tracking to the aim control. This is useful for cases where you want part of the shot to track, and then part of the shot not to (dir).....like someone knocking the camera over for example. (This would be a pain in the butt to animate otherwise)
I have a few development ideas for this add-on, maybe I can think of a solution for what you want to do...but this isn't anywhere near the top of my to do list.
(which is sooooo long haha)
But a work around would be to use a second camera (no rig) as the one to snap to the position. Then constrain the camera (with rig) to this and apply the visual transforms (and remove the constraint)
Hope that makes sense.....and helps.
It does. Thanks for the help Wayne, and for answering so quickly and for doing it all the way from the future.
Select camera, press N to pull up n-panel(Technically the sidebar), under transform panel click all the locks on the transforms for location and rotation to open them. Just remember you need -1m on Y location and 90 on x rotation with everything else being 0 to reset the camera to work correctly with the rig.
Personally I'd use 2 different cameras and the store view addon. It makes adding camera bind to markers really easy. Plus you can store views than you can snap the camera to.
Ah man, thanks for the reply, but that's what I meant for the control bone to follow, because what that does is that the camera goes on it's own and the whole thing gets wonky. It would be cool if you could fly the camera in "Camera To View" and the control bone sticks to the camera.