-
accidental camera move can’t be undone- really? Still?!
I can’t believe after all these years we’re still plagued by this:
If I accidentally swipe in a camera viewport or use the navigation tools in the top right corner (thinking I’m using one of my parallel views), all my meticulous camera moves are pretty much shot. No amount of undoing will correct a shift in the camera position. Anything that has been keyframed is fine and returns with just a step forward in the time line, but if you have changed an unkeyframed attribute, you’re done. Load backup, copy camera object, paste into damaged file.
But really, in this day and age we shouldn’t have to do that. Should we?
Am I missing something here? Have I always been missing something?And while I’m on about the camera: we’ll often make changes to an almost perfect camera move by childing another camera to the first and making the parent do the already approved heavy keyframe lifting and then using the child to tweak the move. This works great – except when the files get big and the bits must leak over the dam wall because when working, often the camera viewport will switch to or render what the parent is seeing, not what the child is seeing (and its the child that the view port is set to). The timeline will also jump to the last frame when the parent camera was viewed through – at least that’s as near as we can guess. So not only are you looking in the wrong direction, you aren’t even at the right time. You have to click in place on the time marker a few times before it wakes up and realizes it’s showing you the wrong view and the wrong time. Is there a fix for this?
And finally (and again only with big files) I’ll do a viewport render (cntl R) and then move my mouse to affect a change of some attribute or another. But before I can do that, just the moving of the mouse will often send the view back to wire frame or quick shade. Hey, I was looking at that! Twitchy I’d call it. Is this normal? And when you have an interactive render going, why does adjusting the view of a parallel port make the interactive render restart? I haven’t changed anything in the file, just what a non rendering “camera” is looking at. Certainly nothing has changed in the main camera’s experience.