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4

You can create a Custom Orientation from your Camera. With that orientation in use, if you ShiftS snap the 3D Cursor to the camera, amd use it as your Transform Pivot Point, you can, for example, SZ scale an object up and down the camera's axis, and its appearance through the camera won't change. If you want to create objects aligned to the camera, then on ...


4

There's a built-in add-on for importing Nuke .chan files: Nuke. Be sure to read the tips and limitations in the manual. To enable it Edit -> Preferences Select the Add-ons tab type nuke click the checkbox to enable: To import a .chan file File->Import Select Nuke (.chan) use the file browser to navigate to and select the .chan file you want to ...


3

One solution could be like this: 1a) Add an empty to your scene, add as many "object location constraints" as "copy location" as you have cameras, give each copy location constraint another camera as target 2b) add a "track to constraints" to all of your planes with target to your empty In my example i have just two cams to ...


2

Just parent your object to the camera (adjust the position one time manually) and it will stay forever in the middle. Like this: result:


2

You are not modifying the correct camera. When you call bpy.ops.object.camera_add(), the newly created camera becomes the new active object. You can get it with bpy.context.object. You need to modify that camera. scene = bpy.context.scene bpy.ops.object.camera_add() cam = bpy.context.object cam.rotation_mode = 'XYZ' scene.camera = cam # Changing focal ...


2

You're on the right track. Well, tracks. You need to both billboard this guy (kinda billboard him, we'll get to that) and check the angle. So first, let's see why we need to billboard him: Let's say your little dude is running at a diagonal to the camera. We're still seeing his side, but the camera isn't pointed directly at the plane. Just like the ...


2

As I guessed, the wrong order of the modifiers and settings was the cause: Just take track to modifier and pull it under the child of modifier and then click on Z and Y again (to reset it or something) and it works, btw it is a really nice concept. For that rotation of the camera, this is yours: Your curve cannot pass through that green line, that causes ...


2

use this: import bpy ob = bpy.context.scene.objects["Camera"] for frame in range(0,250): bpy.context.scene.frame_set(frame) print (ob.matrix_world[0][3], ob.matrix_world[1][3], ob.matrix_world[2][3])


1

import bpy def handler(scene): print("Frame Change", scene.frame_current) print("Camera location", scene.camera.location) bpy.app.handlers.frame_change_pre.append(handler) bpy.ops.screen.animation_play() Will print the frame number and camera location at each frame. This works because you can write a handler that is ...


1

Rather than rendering out 8 pics of Suzanne, I'll demonstrate with 8 different colors. I think you understand how to plug images in lieu of those colors.... So the first thing that I/you did here was to take the absolute of the dot product and compare it to the cosine of 45 degrees. Basically what we were doing was saying, we want to know if the angle ...


1

I downloaded an example HDRI here: https://polyhaven.com/hdris Added to the world like in the image and the renders come out like in the viewport


1

If you want clip-plane transparency like that, you can use object coordinates.z to mix in transparency, like The plane is a basic old plane with a transparent material; you can see its axes in the solid viewport. The texture coordinate node specifies that we want object coordinates from that plane. Everything in front of the plane gets drawn like this. ...


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