This sounds quite ridiculous, but your scene might actually be upside-down. If this is the case, just select all your objects, and rotate them 180 degrees on the Y axis. You can also rotate your camera to be upside-down the same way if your scene is to large to be entirely rotated. If the scene is not the problem, look at the camera settings. The view might ...
Can get the global directions of local axes from the columns of the matrix world's rotation matrix.
>>> cam = C.scene.camera
>>> right, up, back = cam.matrix_world.to_3x3().transposed()
>>> cam_direction = -back
This is not employing Visual keys but these examples do allow you to switch freely between constraints, animation and physics. Something akin to this - Rigidbody - Change Dynamic simulation to animatic -
Go to the link at bottom and at the bottom of that answer again there is a demo, switching from animated and physics and back again, along with a path ...
As of Blender 2.8x, you have to use the @ operator to multiply matrices:
up = cam.matrix_world.to_quaternion() @ Vector((0.0, 1.0, 0.0))
cam_direction = cam.matrix_world.to_quaternion() @ Vector((0.0, 0.0, -1.0))
Release Notes: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API#Matrix_Multiplication
Matrix multiplication previously ...
Your Viewport camera has a focal length of 35mm by default.
The Render Camera has a focal length of 50mm by default.
These numbers need to be the same, to get the same view.
Just click on the number to change it.
An alternative to grabbing on the local Z axis would be to go into camera view with Num 0, entering View Navigation with Shift + ` (in 2.8+) or Shift + F (in previous versions), then using S to fly backwards.
This has the added benefit of being able to look around with the mouse at the same time and adjust horizontal positioning with A and D, though that ...
I just installed the newly released blender 2.81 and my problem seems to be gone. Now, the background image always sticks centered to the camera (as expected), but you are still able to give a background image offset (x/y).
However, I also figured out a solution for my problem in Blender 2.8. The offset depends on the camera ...
There's a few different ways to do this but I prefer the following method.
Add an empty at the center of your target object.
Set up your camera at the desired distance from the object.
Parent your camera to empty by selecting the camera first then shift-selecting the empty. Press Ctrl + P create the parent relationship.
Now anything you do to the empty, ...
You can set the behavior of the viewport to 'Orbit around Selected' in Edit > Preferences > Navigation.
You can center on selected in the viewport by hitting Numpad..
You can make the active camera adopt the viewport view by hitting CtrlAltNumpad0
These could add up to the sort of interacion you're looking for?
I am using a great tiny add-on called "Create Bounding Box" by Shane Ambler
script link. It adds a bounding-box around the selected object.
Just install the add-on script by going to edit menu > preferences and install. The add-on is also compatible with Blender 2.80
You installed the wrong file; you need to install fSpy-Blender-1.0.3.zip
from the Releases page.
The file you're using, fspy-Blender-master.zip is likely the source code and doesn't work as addon.
It's not very clearly stated on the page and it's easy to download the wrong file(I had the same issue :)
As a first shot, if you have used a 'Follow Path' constraint, -Z tracking, Y up, then ensuring the Tilt of all the curve's control points is set to 0, and setting the'Twist Method' to 'Z up' in the curve's Data tab > Shape panel should be enough.
You have a View Lock on the camera to view enabled.
Hit the N key and look for the checkbox title Lock camera to view, it might be one of the others but I suspect this is the guilty setting.
This is a known issue for newcomers to blender, but it is actively being worked on, you can read more about improvements relating to these controls on ‘Lock Camera To ...
Assign the camera object to Scene.camera to make it the active cam of the scene:
scn = bpy.context.scene
for obj in scn.objects:
if obj.type == 'CAMERA':
scn.camera = obj
scn.render.filepath = obj.name
you could really easily just keayframe the rotation seperatly right? just go to the frames were you set your keyframes for the spaceship, copy all the rotation values, imput them in to your camera, and add a keyframe for rotation only