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  • Published 29 Mar 2022

Invert Camera vertical axis option

In "Camera to View" mode, it would be nice to have the option to invert the vertical axis for the camera so that [Shift] [MMB]-dragging down actually moves the camera down.

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Development Status: Open

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nebulon12121
29 Mar 2022

7 Comments

thinsoldier

I am confused. Are you talking about "Lock - Camera to View"?

That mode is INTENDED to allow you to use EXACTLY THE SAME navigation as the regular 3d viewport to move the camera.

So what you really need to ask for is a way to invert viewport navigation itself so that
[ shift + mmb + dragging down ] movies your view down.

Lauloque

If you hit G with the camera selected, it moves to the same direction as your mouse.

nebulon12121 Author

It doesn't while in "Camera to View" mode. Try doing a boom shot while in that mode. You'll see what I mean.

Lauloque

It does

demo gif

nebulon12121 Author

What you're showing is a different move mode. The mode that I'm referring to is [Shift] [MMB]. It allows for easy keyframing while looking through the camera. It also has a different 'feel' to the movement, compared to the mode that you illustrated (with rotations as simple as releasing the Shift key). To my knowledge, there's no easy way to keyframe the camera in the mode that you're using while still looking through the camera.

On that note, the horizontal axis could also use the option to invert mouse action.

thinsoldier

There is no different feel.

Test.

Make a camera.
Set resolution to 1000x1000.
Look through the camera.
Press HOME key to fill the viewport with the camera view. Resize the viewport to be perfectly square and press HOME key again.
Set camera focal length to 25 mm.
Middle click in the 3d view so that your user perspective and camera perspective are exactly the same.
Activate Lock camera to view.
Go back and forth between camera view and user perspective view and test shift + mmb.
There is zero difference.

nebulon12121 Author

Good point.

However, it also really illustrates the limitations of using a viewport viewing system as a camera.

At the end of the day, everything's backwards to a cinematographer and there's no freehand tilt-and-pan in the true sense while in camera view (unless you feel like Alt-MMB-clicking on the camera before executing every shot).

Until Blender receives a decent camera control implementation, I'll just click-drag the XYZ fields to lock off motion and occasionally use Fly nav for the interim.