Lock 3D cursor to point in screen space (2D cursor?!)
It would be great to have the option to lock the 3D cursor to a point in screen space.
Check the video below. As i rotate my camera view the 3D cursor also moves in screen space. Well obviously, it's the 3D cursor! :)
But sometimes, especially in more graphic design-type situations, you might want the 3D cursor to remain in the same place in screen space as you rotate the view. So kinda like it's a sticker, stuck to your computer monitor.
A workaround is to parent an empty to the camera, then snap the 3D cursor to that when necessary. But it would be nice to have the functionality built in.
I guess what i'm asking is to have a new cursor with all the same functionality as the 3D cursor, but called the 2D cursor!
Cheers!
5 Comments
I'm not understanding why you need the cursor to stay locked into a relative view position, when you're rotating the view around a selected object.
"But sometimes, especially in more graphic design-type situations, you might want the 3D cursor to remain in the same place in screen space as you rotate the view."
What times?
What would you use that for?
You don't have to snap the cursor to your empty every time. Snap it once. Any subsequent 3d cursor placement click will place it at the same distance from the view. Also, the distance shouldn't matter for Grabbing or Rotating. For scaling, you can set the transform orientation to "View" and scale with z axis (depth) locked, as long as your object's thickness doesn't matter.
Myself am working on a 2D explainer video with grease pencil graphics. I don't ever move the camera. All the objects move around in the xz plane and y position is always zero unless I moved something to prevent z-fighting.
I don't understand.... if you snap the 3D cursor to the empty, then rotate your camera view, the 3D cursor will no longer be at the same location in screen space.
Yeah, it won't work if you moved your camera.
Out of curiosity. Are you modelling or drawing stuff from the animated camera view? I advise that you craft your assets in a neutral view and then position them for your camera using an instance of it.