"Current camera" in the list of objects
When selecting objects from a list, there could be a "Current camera" option in there.
For example, when setting up a constraint, for an object to face the camera, and the user sets "Current camera" as the target, the object would start targeting whatever the current camera is. If the user is not looking through a camera object, the object could target the viewport camera instead.
Imagine a forest made out of lots of tree sprites. You'd want all of them to face the camera, always. Changing the constraints for trees would be too many steps when switching cameras.
This feature would let the trees face the camera, always with no extra setup. Whether it's in the viewport, or the render.
Or, it could just be "Active camera", so it faces whatever the active camera object currently is.
3 Comments
I do understand, but seems to be to specific to
scene.cameraproperty. Currently this does not fit in the animation system as everything requires to be concrete objects. With the introduction ofactive camerathere should be a concept of a virtual object.From development PoV this feels like a lot of work with high risk for just an edge case that could be done already by adding an empty and use it as an intermediate target.
Strange workflow for the forest example but an active camera thingy would be nice. Here is how I would do it If I would NOT be using geometry nodes (which would make it even easier):
My setup:
I would set the "track to" constraint on the trees to follow the Empty. On that Empty, I would use a "copy location" constraint for each camera. Now I only have to switch the values on those "copy location" constraints to determine which camera is the active one and they're all on that single one Empty.
If there was an "Active camera" option for target, the empty would automatically jump to the currently active camera without needing to add a "Copy location" constraint for each camera...
Then again, you wouldn't need the empty if there was a "Active camera" option for targeting...