I´m not sure what you want to do, just see the picture in viewport or in the actually rendering.
-Just viewport: Press “N” in the 3D view, and manage yourself to the “Background images” tab. The rest is self-explaining
-Go to your user preferences, add-ons, and find “Images as planes”. Enable that. Than press “Shift+A”, Mesh, Images as Plane.
-Or press “Shift+A”, add a plane, subdivide it (in Edit Mode, press “Ctrl+R” and move your mouse about the plane until you see a violet line. I using the mouse wheel you inrease the number of cuts.) Still in edit mode, press U to unwrap the UV, go to the UV-editor and open up your images WHILE having your plane still marked (!). Than just set up a material with an image texture node using the UV coordinates.
I guess the second one is what you need
I hope I could help you?
thank you NGCHunter2 , sorry for the delay, I’ve missed your answer !
My question is indeed a little more specific, I did import some png with transparency, I see them in viewport and set the transparancy correctly, (not that easy at first!) and now I want to do a opengl video preview CHANGING the camera view frome trhee different cameras !
So I can set a constraint for the pictures to point to the first camera, but that property can not be animated.
So I’m asking if anybody see a solution to face png always to “activecamera” or better to “viewport”.
hi burnin, brilliant solution !
If I undestand properly your file, you set two constraint for each camera, and you animate the “influence” parameter (since is not possible to animate the camera) in the corrisponding frames.
Then you have a limit rotation constraint to have pictures perpendicular to the ground.
Up to 3/4 cameras and same number of pictures is easy to organize.
“copy selected constraint” command could be usefull.