Several Cameras to different viewports #60756

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opened 2019-01-22 17:38:25 +01:00 by ALEXEY KOVALENKO · 18 comments

Hello guys! Help me please? In 2.79 I can deactivate this buttons and see from dfferent cameras in viewports. But I can't find this option in 2.8
image.png

Hello guys! Help me please? In 2.79 I can deactivate this buttons and see from dfferent cameras in viewports. But I can't find this option in 2.8 ![image.png](https://archive.blender.org/developer/F6369110/image.png)

Added subscriber: @Kovalex

Added subscriber: @Kovalex
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Added subscribers: @WilliamReynish, @lichtwerk

Added subscribers: @WilliamReynish, @lichtwerk
Philipp Oeser self-assigned this 2019-01-23 10:02:38 +01:00
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lock_camera_and_layers is not exposed in the UI atm afaics.

There have been some changes in 2.8 regarding layers / renderlayers and groups, see https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Layers

  • regarding (old) layers: If I understand correctly, the way to see different viewlayers in different 3D views is to open up a new main window (Window > New Main Window) and set the viewlayer there (you can choose in top right of your window)
  • regarding cameras: a views local camera is still in place codewise, but you can only choose it once lock_camera_and_layers is disabled (see issue above, it is not available atm...), checking on this...

@WilliamReynish : am I right on this?

`lock_camera_and_layers` is not exposed in the UI atm afaics. There have been some changes in 2.8 regarding layers / renderlayers and groups, see https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Layers - regarding (old) layers: If I understand correctly, the way to see different viewlayers in different 3D views is to open up a new `main window` (`Window` > `New Main Window`) and set the viewlayer there (you can choose in top right of your window) - regarding cameras: a views local camera is still in place codewise, but you can only choose it once `lock_camera_and_layers` is disabled (see issue above, it is not available atm...), checking on this... @WilliamReynish : am I right on this?

afaik this feature is currently missing in 2.8, Would be great to bring back somehow. Now Collection visibility is global for all viewports. We could but a toggle inside in the Viewport Collections popover to set this, so you can view different Collections for each viewport.

afaik this feature is currently missing in 2.8, Would be great to bring back somehow. Now Collection visibility is global for all viewports. We could but a toggle inside in the Viewport Collections popover to set this, so you can view different Collections for each viewport.

Added subscriber: @brecht

Added subscriber: @brecht

@brecht: What are you thinking about the 'unlock viewport' feature? Is this something you consider a priority to bring back for 2.8?

@brecht: What are you thinking about the 'unlock viewport' feature? Is this something you consider a priority to bring back for 2.8?
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feature is intact (regarding local cameras), see
P897: #60756 snippet



diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index f0bbc1d39dc..e01dd97b97f 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -4205,6 +4205,9 @@ class VIEW3D_PT_view3d_properties(Panel):
 
         col = flow.column()
 
+        subcol = col.column()
+        subcol.prop(view, "lock_camera_and_layers", text="")
+
         subcol = col.column()
         subcol.enabled = not view.lock_camera_and_layers
         subcol.prop(view, "camera", text="Local Camera")

(added to the sidebar View panel, you can then select a local camera per view)

it should just be checked against the usage of layers and cleaned up (happy to do this if it is agreed to bring this back)

feature is intact (regarding local cameras), see [P897: #60756 snippet](https://archive.blender.org/developer/P897.txt) ``` diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py index f0bbc1d39dc..e01dd97b97f 100644 --- a/release/scripts/startup/bl_ui/space_view3d.py +++ b/release/scripts/startup/bl_ui/space_view3d.py @@ -4205,6 +4205,9 @@ class VIEW3D_PT_view3d_properties(Panel): col = flow.column() + subcol = col.column() + subcol.prop(view, "lock_camera_and_layers", text="") + subcol = col.column() subcol.enabled = not view.lock_camera_and_layers subcol.prop(view, "camera", text="Local Camera") ``` (added to the sidebar `View` panel, you can then select a local camera per view) it should just be checked against the usage of layers and cleaned up (happy to do this if it is agreed to bring this back)

Ah ok. I guess it's more a design question then. Should we bring back support for per-viewport collections, and should they use the same toggle?

In a way per-viewport collections and per-viewport camera are fairly different, so I think it could make sense to just bring back that option as you suggest. We could call It 'Override Viewport Camera" ?

Later on, we could add a separate toggle inside the Collections visibility popover called Override Viewport Visibility.

@brecht? This is mostly a design issue re support for per-viewport collections. You ok with adding this for cameras for now at least?

Ah ok. I guess it's more a design question then. Should we bring back support for per-viewport collections, and should they use the same toggle? In a way per-viewport collections and per-viewport camera are fairly different, so I think it could make sense to just bring back that option as you suggest. We could call It 'Override Viewport Camera" ? Later on, we could add a separate toggle inside the Collections visibility popover called Override Viewport Visibility. @brecht? This is mostly a design issue re support for per-viewport collections. You ok with adding this for cameras for now at least?
Member
  • reg. cameras: In the UI, could be called "Use scene Camera" [since default is ON]
  • reg layers: I guess this is pretty much tied to a main window now? (If at all) it should be a viewlayer [not collections] per view (since you set collections up for a viewlayer)?
- reg. cameras: In the UI, could be called "Use scene Camera" [since default is ON] - reg layers: I guess this is pretty much tied to a main window now? (If at all) it should be a `viewlayer` [not collections] per view (since you set collections up for a viewlayer)?

Let's add back this option is for the camera override only and rename it accordingly. Per-view collections visibility is something we can consider separately, it may not come back at all in this form.

Let's add back this option is for the camera override only and rename it accordingly. Per-view collections visibility is something we can consider separately, it may not come back at all in this form.

Yes, it's normal for other softs that in any viewport you can select any camera by list.

Yes, it's normal for other softs that in any viewport you can select any camera by list.

This doesn't even need a "Use scene Camera" property really, we can just use the camera if it is set and remove the property. It would need a bit of versioning code to clear the camera is the option is off.

This doesn't even need a "Use scene Camera" property really, we can just use the camera if it is set and remove the property. It would need a bit of versioning code to clear the camera is the option is off.

Ok great, so we add this back and call it Use Scene Camera, which can be disabled, as @lichtwerk suggests.

The per-view collections visibility can then be added as a separate feature later on.

Ok great, so we add this back and call it Use Scene Camera, which can be disabled, as @lichtwerk suggests. The per-view collections visibility can then be added as a separate feature later on.

@brecht Good point - that would be even smarter.

@brecht Good point - that would be even smarter.
Member

In #60756#605011, @brecht wrote:
This doesn't even need a "Use scene Camera" property really, we can just use the camera if it is set and remove the property. It would need a bit of versioning code to clear the camera is the option is off.

Still need to check a bit further, but we only have v3d->camera and scene->camera .
Then there is a bunch of code that keeps them in sync (check v3d->scenelock)
v3d->scenelock is also set in rna_SpaceView3D_lock_camera_and_layers_set, so if we dont use this toggle anymore, we'd have to make sure all is still working as expected
[check/update/remove all occurances of v3d->scenelock, or set scenelock appropriately somehow? wouldnt be sure when though...]
[also seems to be quite useful to quickly get your view back to the scene state?]

Or would that mean we'd set the v3d->camera to the scene->camera automatically when it is cleared (X button)?

Still needs a bit of thinking... [ at least on my side ;) ]

> In #60756#605011, @brecht wrote: > This doesn't even need a "Use scene Camera" property really, we can just use the camera if it is set and remove the property. It would need a bit of versioning code to clear the camera is the option is off. Still need to check a bit further, but we only have `v3d->camera` and `scene->camera `. Then there is a bunch of code that keeps them in sync (check `v3d->scenelock`) `v3d->scenelock` is also set in `rna_SpaceView3D_lock_camera_and_layers_set`, so if we dont use this toggle anymore, we'd have to make sure all is still working as expected [check/update/remove all occurances of v3d->scenelock, or set scenelock appropriately somehow? wouldnt be sure when though...] [also seems to be quite useful to quickly get your view back to the scene state?] Or would that mean we'd set the `v3d->camera` to the `scene->camera` automatically when it is cleared (`X` button)? Still needs a bit of thinking... [ at least on my side ;) ]

Seems it is not trivial indeed, you can also just keep the boolean and we can simplify it later.

It would require refactoring the code so v3d->camera is not accessed directly throughout the code, but rather through a helper function that returns either the v3d or scene camera.

Seems it is not trivial indeed, you can also just keep the boolean and we can simplify it later. It would require refactoring the code so `v3d->camera` is not accessed directly throughout the code, but rather through a helper function that returns either the v3d or scene camera.

This issue was referenced by 6100dc6a20

This issue was referenced by 6100dc6a202cb19a13b30210dc4a5afabd3afaa4
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Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#60756
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