Target line for spotlight/camera

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Target line for spotlight/camera // Feature suggestions

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Post by Leif // Jan 28, 2007, 9:11am

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This might be accomplished by making custom widgets, I haven't studied that much.

A line that goes out from the spotlight, that easily can be dragged and perhaps locked to target, and a line from camera, that can also set focus and dof parameters somehow.

Post by spacekdet // Jan 28, 2007, 10:49am

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You can do most of this already:
"A line that goes out from the spotlight, that easily can be dragged and perhaps locked to target"

Open a small perspective view, select the spotlight, then switch small view to 'View from Object'. Now use the view controls to aim the spotlight. To lock it, use 'Look At'- select the spot, click 'Look At', then click the target object.
"and a line from camera, that can also set focus and dof parameters somehow."


The DOF is set automatically when you set a Look At target from a camera. This can also be a null or invisible object.(EDIT) By switching the falloff to Squared or Linear Falloff you get a green cage representation of the range of the spotlight. Right-Click dragging this can also help you line up to what it's aiming at.

Post by Leif // Jan 28, 2007, 10:57am

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use the view controls to aim the spotlight. To lock it, use 'Look At'


MUCH easier/quicker to just drag out a line from spotlight in current view and drop it at target, quick workflow.


set a Look At target from a camera.

By dragging out a line from camera object to target object.

Again, QUICK workflow is the point. Click on camera, drag out a line/arrow to target, drop it. Voila, Camera set!

Post by Bobbins // Jan 28, 2007, 11:14am

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Again, QUICK workflow is the point. Click on camera, drag out a line/arrow to target, drop it. Voila, Camera set!


Click on camera

Click 'Look at'

Click target.


Just as fast - no difference to what you are asking except this has the added benefit of correctly setting the DoF and keeping it even when the camera and/or target is animated, so what is the benefit of your way again?

Post by Leif // Jan 28, 2007, 11:18am

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No - faster to let the widget create the look at target on the fly.


And: Why not?

Post by parva // Jan 28, 2007, 11:44am

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I know what you mean Leif.
I thought similar - a target checkbox for lights (spot, area and camera (which would avoid an additional icon) would be cool. Unfortunatly I have no clue how too create it via widget system in v7. One thing is that everything is 3d (or 2d) but I found no way to create simple dots or strokes. Another problem is that the target must be somehow accessible even if it "in" objects. In 3ds you can choose it via drop down and in C4d via the object manager.
Well, maybe the developer can do something... if you cry loud enough :D

Post by Leif // Jan 28, 2007, 11:57am

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Thanks, Parva. You're right, that's what I have in mind.


cry loud enough


Somehow I think it wise not to speak much louder here :)

Post by spacekdet // Jan 29, 2007, 4:54pm

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You do realize that 'Look At' works for more than just cameras, right?
Like spotlights that you want to keep pointed at objects, even animated ones? Yeah, 3 clicks. That's not too much 'work' for your 'flow', is it?

Post by parva // Jan 29, 2007, 11:14pm

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yep look at is nice but it didn't show you a guideline from camera to target.
This guideline indication is very helpful in complex scenes as well as camera focus widget and that stuff.
The nearest way is to create a null object (of course you need a plugin again for this) to create a target point.

The other thing is that you can directly point at objects during creation of the camera or light/target object. Off course it's a question of personal opinion if this is an important feature or a nice additive.

Post by spacekdet // Jan 30, 2007, 8:46am

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The nearest way is to create a null object (of course you need a plugin again for this) to create a target point.

No need for a plugin (I never even knew there was one for this)
Simply hotkey the 'Invisible' checkbox.
Select object, hit the hotkey, instant null object.

Post by parva // Jan 30, 2007, 10:36am

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:) hehe, clever.

But you have to open a scene editor to select the target (invisible) object then.


A null object ->

4062

Post by Bobbins // Jan 30, 2007, 11:08am

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I've always used an omni light with zero intensity as a null object (use show lights as wire). No need for a plug in or the scene editor then.

Post by Chester Desmond // Jan 30, 2007, 11:15am

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Total Posts: 323
I have no ideas for the thread topic itself. In fact I'm not really sure it would be easier to drag out a line because you'd have to keep changing views to be able to select the target in a busy scene. Do you guys envision objects changing color as the line touches them so you'd know which was going to be selected? In any case if you want it, that's your right and I won't question it :)
Some ideas I came up (3 separate and\or combinable ideas, not a step by step) with which might make things a bit easier in regards to knowing which object is being looked at by which camera etc. and in clearing up busy scenes momentarily to assign look-ats:
1) Assign the camera and its look at target to their own layer and enable wire color, this way you would know that the red camera is pointing at the red cube (for example)
2) Use the RShide tsx to hide everything but your look at target, add a camera and assign its look at target, then unhide the other objects again. This might be just as easy to do with layer visibility. http://ricscan.altervista.org/plugin/RSHide.htm
3) Use the Trueconstraints tsx which would allow you to have multiple look at targets for each camera (when registered) and also allows you to add null objects. You can select which camera you want from the sequencer window, and it also displays which object it is targetting in the editor window. Of course, you have this plugin if you own the Depak.
http://ckgamefactory.hp.infoseek.co.jp/tsxe/truecons.html

Post by spacekdet // Jan 30, 2007, 11:44am

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But you have to open a scene editor to select the target (invisible) object then.
Scene editor is one way, naming the null object is always a good idea.
It's also available via the drop-down list in the Object Info panel.
The often overlooked 'Unhide all Objects' tool would also make it visible.
The advantage of having the invisible hotkey is that hitting the hotkey repeatedly toggles invisibility on and off.
The object must first be selected, however, via the scene editor or the object list.
I like both ideas of putting the camera and it's null on the same color-coded layer; and also using a zero-intensity light as a null. Good thinking, guys!
I'm not arguing that there *shouldn't be a widget; just that it's already possible and quite fast to do this natively in tS w/o reinventing the wheel or buying additional plugins.

Post by Chester Desmond // Jan 30, 2007, 11:55am

Chester Desmond
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w/o reinventing the wheel


hell there's even help for this :banana:


http://ckgamefactory.hp.infoseek.co.jp/tsxe/wheelwri.html

Post by GraySho // Jan 30, 2007, 1:18pm

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Is this a thread about who has the best workaround, or are we discussing a new feature? I think it is a valid suggestion. You might want to set the focus without having the camera to look at this object over time (animation), or using pseudo null objects. The priority of this feature is a different story (lets get the basics done first).

Post by Bobbins // Jan 30, 2007, 11:00pm

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Total Posts: 506
Is this a thread about who has the best workaround, or are we discussing a new feature? I think it is a valid suggestion. You might want to set the focus without having the camera to look at this object over time (animation), or using pseudo null objects. The priority of this feature is a different story (lets get the basics done first).



I see this from the other way around. The original suggestion is just a 'workaround' to the way I already do the same thing and doesn't sound significantly faster (I think it saves two mouse clicks, which for something I do once per project isn't a real biggie). Hence, the priority of it for me is extremely low indeed.


By the way, I disagree with your definition of a workaround. A workaround is way of fudging something that cannot be done properly. What we are discussing here are alternatives which are simply different ways of doing the same thing.

Post by parva // Jan 31, 2007, 5:52am

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I think it saves two mouse clicks

it saves 6 mouseclicks :D

- create camera

- create null object (in this case a local light)

- set light intense to zero

- deselecting light creation

- select camera

- select "lock at"

- point at local light


With a target direct light. You can just create the light/camera and drag target/camera (3ds max style). Need one click. Fast and easy but OK I shut up, this ends in nothing :D

Post by Bobbins // Jan 31, 2007, 6:47am

Bobbins
Total Posts: 506
Not at all. In both cases you'd need a target object anyway, be it a null or an existing object.


Click camera/light to select

Click 'Look at'

Click target

That's three clicks.


Compared to:

Click camera/light, hold and drag to drop on target

One click - plus a keypress because click and drag would normally scale, rotate or translate the original object by default, so you'd need some way to say you are setting a target and not performing one of the above.


By the way in tS6.x and tS7 model view if you select the camera object, click and hold in workspace then drag, a camera is created where you click and then is pointed to the direction you drag to.
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