Camera View Issues

Recently, in Camera View (Num 0), I have no control over the scene. I can move the camera in 3d View, but no change in the Camera View. At the same time this began, all of my extrudes were forced along normals. I believe that I may have inadvertantly set a preference through missed key stroke.

I have searched for the last two days to find a solution, to no avail. Can anyone help me solve this issue?

Thanks in advance for any help that you may have.

MatrixOps

try selecting the camera in the 3d view and then mouse to your cam view and hit ctrl-num0

I wanted to say thanks for the help, that worked perfectly. I am surprised I couldn’t find that anywhere. I have noticed that there is a lot of information on other views, but really not that much on the camera view.

MatrixOps

Well, in this case it’s really not the camera view but the camera. :slight_smile: The camera that you were moving was not the “current camera.” If it were, the movements to the camera would have been reflected in the camera-view in real time.

You see, in Blender, anything can be selected as “the camera.” For example, when aiming a spotlight it’s quite useful to select this object as “the camera” (CTRL+NUMPAD0) so that you can literally see exactly what it’s casting its light upon, and literally see where the clip-regions lie.

If you are contemplating the usual sequence of “character #1 action shot CUT TO (OTS=over the shoulder) character #2 reaction shot,” you can literally watch the action from each character’s POV(Point of View) by selecting, say, one of each character’s eyes as a camera. You don’t have all of the controls that a camera-object does, namely lens focal-length, but you can see the shot effortlessly from both characters’ POV. (And if you like it, you can stick a CG camera right into their head, parent it right to the character’s armature, and get the most perfect match-moves that any director could hope for. The character won’t complain; won’t even utter the words “Screen Actor’s Guild contract.”) :wink: If character #1’s movements or position would “cause a lamp to be coming out of the top of their head” when viewed from #2’s POV, you can catch those kinds of mistakes right away.

You can also have more than one camera set up in the same scene. This is very useful if you’re planning a sequence that will be shot from several camera-angles. You can do all of the camera set-ups, and once you’ve got them all perfect you have the luxury of leaving them right there “in plain sight.” You don’t have to move them or worry about one camera showing up in another camera’s shot because CG cameras are magic cameras… they’re invisible. So you can set up the scene, then shoot the action from each different camera in turn, and know that all of the shots will be absolutely consistent with one another when the time comes to edit the film.

When you are blocking-out the scenes, much earlier in the production process, you can experiment with a bunch of different camera angles … and leave every one of those “maybe cameras” right there in place. So you have an exact history of everything you considered. And, if you were careful to do the blocking with shapes that are of the right size and proportion to one another, you might be able to import the cameras you decided to keep, right out of the blocking-out .blend file. So this way you can be sure that all of the camera parameters for this final shot do exactly match the ones you originally selected when blocking.