could somebody plz help me get a feeling for the camera movement? Keeps feeling weird … I find myself giving up and staying with a somewhat tilted view … I’d need an intuition of what happens when I rotate the camera (middle mouse button move) … tutorials didn’t help, I couldn’t find anything in the 2.0 manual … and I can’t access the blender knowledge base
(btw, I get
Not Found
The requested URL / was not found on this server.
at the tutorial site the blender3d.org points to too
)
the blender knowledge base gives me:
“the connection was refused when attempting to contact www.vrotvrot.com”
… so, any idea what happens when I rotate the camera? any idea how I could get it to stand up straight (eg, after a couple of rotation I end up with a camera that’s not doesn’t have it’s bottom aligned with the horisontal anymore … and that feels very weird … I mean the fact that I can’t set it back)
thanks … please don’t bash me too hard if I asked something obvious
You’re talking about the Trackball/Turntable function. In the info buttons you can toggle between the two. If you want to return to an axii alignment you hit 1,3 or 7. You don’t have to use the MMB. You can use more precise rotations by using 2,4,6 and 8. And with all of the above you can use perspective mode by hitting 5 and local view by hitting ‘/’.
yes … sorry for the confusion. I meant the viewport. Is there any way to quickly make it horisontal? Or an intuitive explanation on how should rotate to get to that? (where on the screen to click … how to move …)
yes, I know that … but that’s not what I was talking aobut … say I put my mouse somewhere on the screen … then I hold down MMB … and move the mouse … nw this rotates the view in to me un-understandable ways … I’d like clarification of what actually happens … my problem is: say I did this … and my view is now in a weird position … say I’ve rotated about a humanoid model and am somewhere near the hand … but I’m not lookig at it like a normal human viewing a hand … but very tilted … as if my head was upside down/ sideways … how do I roll around the camera direction to bring myself so that the top of the view is actually pointing somewhre ‘up’?
that’s jumpy … isn’t there a lock axis mode (eg. lock axis x and rotate only about that axis no matter how randomly you move your mouse) ? that would come in really handy … or a roll around view Z axis?
Other than the Number Pad keys 2, 4, 6, and 8; I don’t believe there is a finer way to rotate the view as you want. Currently, these keys rotate the view 7.5 degrees (I believe) and there is no way to adjust this.
A few keys that may also come in handy, in case you have a fairly “far-flung” group of objects in your scene are the Home, NumberPad [.], and NumberPad [/] keys.
Home - sets the view to display all your objects
NumPad . - centers the selected object in the view
Numpad / - centers the selected object and hides everything else (press again to return to default view)
For example, if you add a pyramid shaped object on the far periphery of your scene, select it, press Number Pad [.] key, now you should be able to rotate about it fairly easily.
The only method to get a finer control of rotation (than using the NumPad keys 2, 4, 6, 8 ) is via camera view mode.
Once in Camera view mode (NumPad 0), then select the camera; and you can activate rotate mode, followed by the axis key [x], [y], or [z] and use your arrow cursor keys to rotate in steps of approx. .4 degrees, or alternatively use your mouse.
I also had the same problems with rotating the viewport. There’s a trick to it. First put your viewport into one of the on-axis views (numpad 7, 1, 3), then when you use your MMB to rotate, start with the cursor in the center of the screen. I usually hit C to center the view on the 3D cursor, then put my mouse cursor on top of the 3D cursor before rotating the viewport. This should keep the view from tilting. Hope all of that helps!
When your viewport is flipped, you can also MMb-click to the side of the screen and shove the mouse up- or downwards… meaning you somehow ‘flip’ what you see by grabbing it… is this what you mean?