Hey guys,
I’ve been loving the new Blender 2.8, it’s amazing software and i’m really enjoying it!
I use Blender in conjunction with Unreal Engine 4 for creating game assets.
I recently tried out the FlyMode in blender and think it could use a lot of work. The flymode at the moment is almost like flying a drone or helicopter in a videogame, with weird physics/acceleration going on. Compared to UE4 or Cryengine’s responsive First person camera control it’s definitely lacking.
A good flymode/first person camera control would make a huge difference to scene scouting/cinematography.
In Camera view, we can see area A and area B,
Sometimes we just want the whole A area (3d view port) be our camera view,
Is there any function or addon help us do that in blender?
i noticed that too, i’m not sure what the purpose of the square is, it might be Safe frame or something. It’s not set to a common aspect like 16:9 or 21:9 or something though.
I found a function Fit Preview in Window in Video Editting Mode, if we can find this Fit Preview in Window in object mode, camera view, it will be the best first person fly camera
The “rectangle” is a representation of the camera, it’s geometry can be modified in the “render” tab under “dimensions” settings. (By default is 1920x1080, so the “rectangle” is 16:9).
The behavior of having a rectangle instead of a full width or height (depending on your settings) view, is due to the fact that Blender is first and foremost developed for movies in mind, not games. Thus, the viewport and the camera are treated as two independent concepts. (In this case, the camera can be an analogy to “finger cameras”).
For cameras, you can select your camera, invoke the camera options with the “n” key, select the “view” tab and mark or unmark “Lock Active Camera to View”. This will lock/unlock your camera and Blender will respect the properties given to the camera view (DOF, Limits, Myst, Size, Film settings, etc.), and then invoke the fly mode. If you don’t like the passepartout dim, select your camera, go to the properties editor, click the tab with the camera icon, open the “viewport display” section and unmark the passepartout option.
Maybe you can ask developers on rightclickselect for a gaming flying/walking mode. Or maybe @William will have something to say. He’s the UI/UX man around here.
The acceleration on the camera rotation and movement are the issue. Both in walk and fly modes.
I recommend downloading unreal engine 4 or cryengine and taking a look at how those feel. Those are game engines, but at the core are realtime world building tools used to develop vast open worlds and landscapes. They’re designed for accurate scene transversal. The reason they got proper wasd/flymode controls is because they’re game engines that were built for first person shooters. In an fps accuracy and speed is king, so they just used the same quake style controls in the editors.
As it stands this navigation mode in blender is next to useless.
Hmmm… probably the problem is that devs aren’t known to be gamers or game devs. (except for Clement Foucault, since he worked previosly on a game studio). The walk mode is a mode derived from walk mode CAD style at the time. And this means, a flying drone or a drone with wheels, and was done for architectural/VIZ work mostly, as far as i remember (i can be wrong tho, i’m getting old, but everyone working with walk and fly mode was happy as long as they doesn’t come from the gaming scene).
The OP wants a “run” mode “Doom Style” or “No man’s sky style” with camera following a “human walk” movement and jumps like those defined by game engines (alien parabolic style, since jumps like these doesn’t exist on earth reality, but in Blender jumps are basically “lunar” jumps ).
I think devs will accept patches if some coder from the gaming area can contribute them, since such a coder will know how to do it. Or maybe a direct chat with the devs can help.
I find it pretty usable. I can customize keys, mouse sensitivity and mouselook direction, can switch between fly and walk mode with a hotkey and can control movement speed with my mousewheel. I like that when invoked while in camera view, hitting leftmouse exits the mode and places the camera where I was looking at. I also like it that movement stops immediately when releasing movement keys so I can place the camera accurately.
What exactly don’t you like so much that you find it unusable? I don’t find any weird physics/acceleration, the movement speed seems pretty stable to me.
One feature I wanted is “Collision Detection” in FLY/WALK navigation mode. When it is about to collide with objects in front of camera, the camera should be stopped and prevent it from passing through the objects.
That would be a nice addition but I agree with Sanne otherwise. Should it be based on normal direction only (can walk through backfaces) or should it be double sided (can’t walk through front or backfaces)? Toggle between those and on / off? Wonder if rigid bodies / convex hulls are respected in walk / fly mode.
XY-collision detection (we have it in Z in walk mode) would be nice to have indeed for a walkthrough mode, but it should be optional. When I want to get around fast, I’d like to be able to move through obstacles.
Still, it doesn’t feel unusable without it to me, though.
Actually, I dont see any issue with the Cam Fly. Or Cam Walk.
Pushing Cam Fly to its limits. Acceleration control helps to handle large scale scenes …
(~10000x10000 Blender units )
and still gives good control for fine details.
Not sure collosion control is a good idea. If you work with massive amounts of data - millions of trees and other details or overlaping meshes - I am not sure collosion controll could do the job. I cant use walk navigation on my landscapes. Cam falls through ground mesh.
I’d like collisions, but using either block geometry or reacting to collision modifier/physics.
And then, I also feel it only belongs together with an interaction mode, not general editing.
Tested Gravity collisions against planes some days ago.
It seems ground collision works against any surface < 90 degrees from horizontal. Eg, at 89 degrees you’ll collide with the plane, at 90 degrees you fall through. Normal orientation doesn’t matter. Physics meshes don’t collide.
For now, one way to hack in wall collisions is to have hidden internal planes near to but less than 90 degrees from horizontal (XY plane).