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When ever this normally happens i go the the scene tab in properties and just change the camera, or i go to view-camera-set active camera and it works fine but now, when i click render it switches the camera back to the object/rig. not sure why, this is an animation, I don't know if that effects anything

I dont know what this is

heres what its set tp

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    $\begingroup$ Select this camera and make it active with CTRL 0 before you render. $\endgroup$ Jan 27 at 9:08
  • $\begingroup$ I have tried that, it doesnt work $\endgroup$
    – Zaki
    Jan 27 at 9:32
  • $\begingroup$ So this may be a bug or the shortcut is different (in that case you can use 2.7x shortcuts) $\endgroup$ Jan 27 at 10:32
  • $\begingroup$ maybe you have an object constraint (track to) ? $\endgroup$
    – Chris
    Jan 27 at 10:50
  • $\begingroup$ The scene will render using whatever you have set as camera. In the scene section, pictured on the question, select the camera instead of the rig. $\endgroup$
    – susu
    Jan 27 at 13:12
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You've bound the camera to a marker.

enter image description here

And the active camera is not a camera, but an object.

When you bind a camera to a marker, it becomes the active camera starting on that frame in the timeline. Binding cameras allows you to switch cameras at a certain point in the animation. But since there are no other active cameras bound to other markers, the object becomes the only camera that will be used for rendering the whole scene.

To fix it just delete the marker. Go to the frame where the marker is and Select marker > Delete Marker

enter image description here

From the blender manual:

Bind Camera to Markers is a special operator only available in the Timeline. The operator allows markers to be used to set the active object as the active camera.

To use this operator, select the object to become the active camera and select a marker to bind the active camera to. If no marker is selected when the operator is applied, a marker will be added. When an object is bound to a marker, the marker will be renamed to the name of the active object. These markers also have a camera icon next to the left of the name to easily distinguish them from other informative markers.

These markers can be moved to change the frame at which the active camera is changed to the object the marker is bound to.

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Found a way round it, changed the setting so i cannot see any bones on the rig then rendered it from the view page!

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  • $\begingroup$ Could you explain in a little more detail how you did that? Perhaps post a few screenshots of the procedure and result $\endgroup$ Jan 27 at 11:50

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