[Closed] change camera on fly
hi,
i want to change my camera to render on the fly
i write this :
[color=white]fn[/color] Kermit_Render MyResult=
(
viewport.setcamera $camera02
print MyResult
)
callbacks.addScript #preRender “Kermit_Render(callbacks.notificationParam())”[size=2] id:#KermitRender[/size]
[size=2][/size]
[size=2]but i render always the selected camera, and after my viewport changer, but not render :([/size]
[size=2][/size]
[size=2]in myResult, i don’t found the good parameters for change camera[/size]
[size=2][/size]
[size=2]any idea ?[/size]
[size=2][/size]
[size=2]Kermit
[/size]
If possible, and as a most-general rule, the best way to handle “camera changes” is not to actually “switch cameras in mid-stream during the same render,” but to render the two shots separately and then assemble them together in the final editing and compositing stage.
hi
i don’t understand
i don’t want two shoot
i want a single shoot, but force a camera
Kermit
I understand. Maybe you are doing a game or such where you really do have to produce the whole shot, “cut” and all, in one continuous output. But if you don’t have to do it that way, my point is that it is considerably easier and more manageable to shoot each shot separately, with its own camera, and to stitch the two shots together as one of the last things you do. This “sounds like more work” but it might be the opposite. I simply offer the suggestion for your consideration.
isn’t my case
ihave create two new extend script plugin camera
one for work, an other for render
so i want to detect on render, if is my script work camera so i render with my script render camera
Kermit
I think You can’t do this that way. When preRender callback is called all parameters are already passed to render function (but I’m not sure of that). Instead You could call render function yourself, that way You could set all the parameters You need. You can even read them from render dialog. Put this to macroscript and create your custom render button. This could be what You need.