Driver Variables: document camera.location vs camera.matrix_world. #104513
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Reference: blender/blender-manual#104513
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Delete Branch "angavrilov/blender-manual:pr-camera-matrix"
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Blender 3.6 introduced context property variables for drivers, which
allow context-dependent access to the active scene or view layer
without an explicit reference to a specific scene. This also allows
access to the active camera via a Scene property.
One major use case for this is accessing the camera transformation
for various potential uses like automatic level of detail. However,
the documentation isn't completely clear on how to access the true
transformation, as opposed to the raw animation channels before
constraints and parenting.
This aims do fix that oversight by making some wording more clear,
and providing an easily understandable explanation of world_matrix.
Since context properties is a new 3.6 feature, I suggest adding this to the 3.6 manual branch to help users apply the new feature robustly.
@ -190,0 +190,4 @@
.. tip::
Although the values of the x/y/z animation channels for the camera location can be accessed
via ``camera.location[0/1/2]``, retrieving its true location and orientation after parenting
"true location" -> "location in the world space"
@ -190,0 +197,4 @@
* ``matrix_world[0][0/1/2]`` is the *Screen Right* direction vector (camera local X).
* ``matrix_world[1][0/1/2]`` is the *Screen Up* direction vector (camera local Y).
* ``matrix_world[2][0/1/2]`` is the **opposite** of the direction the camera is pointing.
* ``matrix_world[3][0/1/2]`` is the true world space *location* of the camera.
"is the true world space" -> "is the location in the world space"
Thanks for the improvements @angavrilov , it certainly helps to clarify things.
I agree with Sergey. In Blender terminology, this would be 'the evaluated transformation' or 'the visual transformation'. Using "the true transformation" is not a Blender term, and thus can cause confusion. Furthermore, the evaluated transform can be expressed in various coordinate systems, so world vs. local is perpendicular to original vs. evaluated.
It's just a small nitpick, overall I think these additions are very welcome.
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