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more flexibile camera placment methods #9550

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Gibbz opened this issue Jul 8, 2017 · 15 comments
Closed

more flexibile camera placment methods #9550

Gibbz opened this issue Jul 8, 2017 · 15 comments

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@Gibbz
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Gibbz commented Jul 8, 2017

I havent found a way to freecam an in editor camera. This is by far the best way to position and animate cameras by actually looking through them in the fps view. Then locking them in place once your happy with the shot.

Also would be great to have some kind of safe frame preview for framing shots.

Maybe a way to snap a camera to the current view also would be a handy addition with that.

@Gibbz
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Gibbz commented Jul 8, 2017

Also would be amazing to have a target look camera!!!

@eon-s
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eon-s commented Jul 8, 2017

Something like that "align selection with view" option in the "perspective" menu?

@ghost
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ghost commented Aug 20, 2017

I'm very much in favour of this. Whenever I preview a camera in my scene I instinctively try to adjust the position/rotation like I would the viewport and get thrown off when nothing happens. Feels like something that should've been there already.

Also, I think this is at least a partial dupe of #5873

@nunodonato
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related: #20248

@dodgyville
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dodgyville commented Nov 16, 2018

Would love to see this implemented. For light objects too but would be happy just for the Camera. Related: #12083

@rhulha
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rhulha commented Dec 1, 2018

Also would be amazing to have a target look camera!!!

I wrote a plugin that can snap the camera to a scene object.
Check it out here: https://github.com/rhulha/godotengine_snap_cam_plugin

@TokisanGames
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As I noted on closed duplicate #20248:

It would be very nice to have a fly mode for the previewed camera that sets its position and rotation (like Blender's shift+f when looking through a camera). I think that the controls to move the editor camera should automatically work on the look-through camera once they check the Preview box. That seamless transition is what is expected by at least a few people on this thread.

@dodgyville

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@Calinou
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Calinou commented Dec 24, 2019

@dodgyville Please don't bump issues without contributing significant new information; use the 👍 reaction button on the first post instead.

@dodgyville
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Sorry, I thought you were merging all the free roam object jiras into this one.

@Calinou
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Calinou commented Dec 24, 2019

@dodgyville This is indeed what I'm doing, but what I mean here is that you shouldn't bump issues in the hope to get them implemented faster (even if in reality, it won't help). We have some leniency for bugs in this situation, but definitely not for feature proposals (which ought to be recreated on godot-proposals anyway).

@dodgyville
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I'm glad you bumped these jiras actually. I've been thinking a lot about this issue. Have we considered code bounties? I could chip in for this feature to be finally fixed.

@Calinou
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Calinou commented Dec 24, 2019

@dodgyville We don't have an official bounty system (see #3792), but you're free to propose a bounty on your own. Still, in this case, we don't make any warranty about the code being mergeable as-is 🙂

@akien-mga
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Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine.

The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker.

If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance!

@golddotasksquestions
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For those interested, I created a proposal for this feature here: godotengine/godot-proposals#3297

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