Godot: Possibility to control the camera directly from the preview mode

Created on 12 Jun 2017  路  13Comments  路  Source: godotengine/godot

Operating system or device - Godot version:
Windows 7 64 bits - Godot 3.0

Priority
Low

Issue description:
Currently when clicking on the camera preview button on the upper right corner of the viewport we can see through the camera lens. It would be even better if the user has the possibility to control the camera directly from the preview mode (while seeing what the camera sees). It would help a lot for camera set ups and fine adjustements.
e.g: using keyboard arrows to move up/down/left/right and rotate. Or create a mini virtual camera gizmo on the bottom right corner.

archived feature proposal editor

Most helpful comment

perhaps having a toolbutton in all cameras to "align to current view"

All 13 comments

How about enabling orbit and freelook to work in this preview mode too?

Or the blender way to have a option to make the current editor camera the render camera

perhaps having a toolbutton in all cameras to "align to current view"

Or the blender way to have a option to make the current editor camera the render camera

perhaps having a toolbutton in all cameras to "align to current view"

Either of these would be awesome. A free form way to angle and point a camera from within the camera view would help a lot!

I assume we still don't have anything like that?

You can just move your editor camera, as you normally do and align the camera perfectly to the current view with CTRL+ALT+F

Where the heck did you find this option? Its not in any menu or button anywhere. Talk about hidden

@nikolatesla20 It's at the bottom of the 3D viewport's Perspective menu:

image

ok, that's what is confusing about this. I expected a right click to show me that menu too the same way it shows menus for the "Transform" and "View" items on the top of the view pane. But it didn't so I didn't even know there was a menu there. It has the three dots but they are on the left.

I think the UI really needs some more improvement in consistency!

Ah, my bad, I guess it also is left click on "Transform" and "View". Brain fart. Still, I had no idea there was a menu on that perspective thing. Live and learn!

A bit of a necro, but it'd be nice to have when using camera culling. The editor camera sees all layers, and you cannot change its mask without a plugin. but if you could grab the main view camera, enter preview mode, and look around, you could preview any viewport and culling mask shader you have without running the game or being limited to the one view of where your main camera is currently.

Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine.

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