10.6. Camera
A camera object can be added as a sub camera separately from the main camera, which is the video that is visible from the beginning of the system. The IK markers look like real cameras to make them easier to distinguish.
Depth, which represents the camera’s display priority, is as follows.
System main camera |
10 |
Camera object |
11 ~ n |
The camera object is always drawn above the system’s main camera. There is no limit to the number of additional cameras. (Only one camera can be projected at a time unless a viewport or render texture is used.)
When previewing, it switches to the image of that camera. Since it is only meant as a preview, the IK markers seen from the main camera are displayed as they are.
To switch to the image from the camera object in the animation project described later, switch and register at the desired keyframe in the combo box “Camera state (for registration)” immediately above.
Note
When previewing a keyframe (when a keyframe is selected), the state of the action is reflected so you can check it. (Even if you turn off the video by pressing the preview button at that time, the registration to the keyframe will not change.)
10.6.1. Render texture
ON
, continue setting the properties of the OtherObject you want to project.In the Camera object, enter the desired size for Render Texture X, Y.
Turn on the check box next to it.
Click the
Apply
button for the Render Texture.Click the play preview button.
Note
Normally, the WebGL screen will switch when you preview playback, but if you turn on the render texture, the screen will remain the same.
OtherObject side
OtherObject opens texture settings.
Select From Camera
on the main texture and select the target camera object.
An example of projecting onto a plane object Quad
and a spherical object Sphere
. If you specify the same camera object, you can project to multiple objects at the same time.
Caution
Render textures use relatively machine power. Please be careful not to overuse.