How can I override the position/rotation of a linked camera an an other scene?

Hey,
Is it possible to override the camera position/rotation of a camera I linked to an other scene? I have three scenes in my project, each needs a dfferent camera position. Everythings else (background, lights etc.) stays the same.
Every scene contains a lot of configuration of object resulting in different sizes of the objects in compound, therefore the camera needs to be repositioned.

I’m a bit puzzled why you link the camera in the first place… but:

You can make a linked object (and so also a camera ) local to make whatever you want… or make a copy of that camera and make it local and switch to this camera.

But it might be a better idea to use the same scale in all your scenes so that objects does not appear different in different scaled scenes ?!

The scale is 1 in all scenes. But the amound of single objects varies. It’s a kind of modular system.
I linked the camera because I linked the whole scene setup (all in a collection, to be precise) with lights, focus target and all this stuff to get the same look in all scenes. Already tried “make local”, but that doesn’t have any effect at all. (Blender 4.1 btw)

Ok… Let’s see…

You have two blendfiles : file A & file B.
File A has a collection ‘X’ containing the objects and the camera ‘Y’.
File B now has the ‘Collection X’ linked into the blend file.

In the Outliner in file B, you can see the linked ‘Collection X’, but cannot see anything inside it. Select the collection, RMB and create a override via ‘Library Override>Make>Selected & Content’.
Now you can open the collection and see the objects and ‘camera Y’ inside the collection. But you cannot move anything yet.
Now select the linked "camera Y’ and create a override with selected & content.

This should get you to be able to move/animate the linked ‘camera Y’ around.

rob

edit: slightly different sentence buildup.

You might have modularized this in different scenes for “locations and objects” and one for the light and camera linking these “locations” to it…

But @RobWu seems to know more about this… ( i almost didn’t understand a word, because this is not my usual “workflow”… and simple waited for: Banana ! :stuck_out_tongue_winking_eye: )

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Linking, appending and overrides/making local seems to be the least understand part of Blender it seems :wink:

oh… : https://youtu.be/DekOap8X1LU?t=34 :laughing: :banana:

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No, I have only ONE file, containing four scenes:
base: all imported meshes in collections + scene setup
A, B and C: linked collection with scene setup + collection instances of the modules needed for the specific configurations
That way I can switch between the scenes to create all configurations (multiple per scene) and render all in one go with batch rendering.

Why not just have one single camera per scene?
for example:
in the original scene, create a new collection and move the camera there. This will make the camera unique to the scene, and the other scenes will loose the link to the camera.
On the other scenes, create new cameras, and also move them to new collections (so they stay in just that scene).

Well, I now created all cameras in the base scene and switch between them according to the active scene.

That also works, if it’s ok for you to have all cameras in all scenes.

No, I have only ONE file, containing four scenes:

I see.

Yes, that works as well, although I have reservations on this workflow.

  1. Your blendfile can get massive, and multiple versions will eat up diskspace like crazy.
  2. When -hopefully not- your blendfile gets corrupted, you loose it all.
  3. You’re very limited with changing the data on the linked scenes, unless you go through a hoopla of pain and suffering :frowning:

I have too see a example of what you’re trying to do, but I feel you’re making it hard on yourself “just because…” :wink:

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Yeah…probably. I’m still not used to blender. This whole “Asset” thing is like a mystery to me. I never really got this and avoid it as far as I can…

This whole “Asset” thing is like a mystery to me. I never really got this and avoid it as far as I can…

It’s not that bad :wink:

Think of Assets as just a bunch of models/materials etc. in another blendfile, that you can link or append to your current blendfile.
On top of that, you have a nice viewer that shows you all the models etc. inside the ‘asset library’ blendfile.
Especially with archviz, it can be very useful to drag and drop all kinds of models inside your scene quickly.

It’s fairly simple to set up a ‘asset library’ and link it from within the preferences.
I suggest you take some time to look into it. It might also lead you to new workflows :slight_smile:

edit: https://youtu.be/cbzBt60dhY8

I basically don’t “link” cameras.

In my workflow, there’s an “Action scene” (#1) which contains the actor’s movements, and one-or-more “Shot scenes” which capture it in various ways. Each one contains a meaningfully-named camera, but the “Action scene” camera is ignored.

Well, maybe the “action scene” contains a camera position that I want to re-use in several shots. But, I duplicate it, and give each scene-specific duplicate its own meaningful name. The camera-moves in each “shot” stand alone.

Do you link the “world” settings between the “shot” scenes? If so - how do you do this? Same question for the rendersettings.

Yeah,

It’s one of those Blender annoyances that make no sense to me.
For a View Layer, one should be able to ‘mix n match’ what you have in your blend file. That means Scene and camera should be independent for what you want to render.

Like in your case, it makes it a way more ‘messy’ workflow where it shouldn’t be.

You might look into one of the render manager addons, as they’re more flexible in this regard. The ‘Renderset’ addon might be a candidate.

Or maybe have a look at camera markers, although I never find a use for those.

It depends on how you address this in copying the original Scene.

  • You can copy just the settings on the Scene, and end up with a new empty Scene that has the same render settings as the original one.
  • You can also create a linked copy, which will create a identical copy. Any chance in the new Scene will reflect back into the original one. Think of this as a 2-way instance.

For every one of the above, you can create a new World setup in the shading environment, and set it for the appropriate Scene.

A camera is linked to a Scene, so multiple cameras for multiple Scenes need to be created first. After that, every View Layer has to be set with the correct Scene and camera for it to work.

Render settings are mostly independent per copy, and you can change things like output format, frame range etc.

Hope it helps!

My first attempt was to create linked copies of the base scene. But for some reason it didn’t work for me. Can’t replicate this now. Don’t know what my mistake was…

PEBKAC :laughing:

I’ll see myself out… :saluting_face: :stuck_out_tongue: