Go to File > User Preferences and choose "Interface" - you can enable Rotate Around Selection so that rotation is locked to selected objects. Zoom To Selection & Rotate Around Selection Now you can use 0-9 number keys to change camera views. You can go to File > User Preferences, Input, then select "Emulate Numpad". Finally hit "Save User Preferences" in the bottom of the window so you don't have to do this every time. Check the box on the far right of the ThreeJS addon in the list. Once you install the blender addon, go to File > User Preferences and choose Addons, then search for "three". You can also select an object, hit "Space", and then type "Add Modifiers". You can add modifiers on the panel in the right, under the Wrench tab. The tool bar on the left can be opened with the T key, and the properties drawer on the right can be opened with the N key. While transforming, you can push the X, Y and Z keys to only transform on one axis. You can grab (move) an object with the G key, rotate with R and scale with S. Or you can hit SHIFT + A to add from a selection. You can hit "Space" and start typing in "Add" to add a cube, sphere, monkey, etc. You can set the Location, Scale and Rotation exactly with XYZ world coordinates here. Select an object, then in the panel on the right select the box tab. Hit X to delete an object and then click Delete. To select all items in the scene (including camera and lights) hit A. Trackpad OrbitĬONTROL + two finger move to zoom. This has never happened to me before, but I have never tried doing an animation or zooming to objects from a far.Middle click to rotate, wheel to zoom, shift middle click to pan. The camera is not listening to my commands many times. I proceed in perspective mode to a closer view and set camera to ctrl - alt - 0 and choose visual location. Then I press i and choose visual location to my time line. I press ctrl - alt - 0 to lock the camera to that view. This is what I did and it used to work, but not anymore. But I cannot zoom in or out sometimes even though the camera is not locked to any view, and I have to open another 3D viewport because one gets bugged all the time. I wanted to do a short animation from a far where the planet is small and to where its bigger. I have set the focal point to 250mm, clip start to 0.001 and end to 250000m. It just started to give me trouble and I do not know why. Thanks again! I am having troubles with the camera. You go from space to the atmosphere (with clouds) in one shot, you use those clouds as the beginning of the next shot that takes you within city distance, and then you have some kind of obstacle and do it again. The real solution, but it’s not one shot- using the cloud plane and other obstacles to cleverly hide transitions between shots. You can’t maintain texture resolution (see my last post), so at some point, the texture resolution will change, and it will be more or less obvious. This will work exactly as it would in a video game- you’ll be able to see texture and object resolution changing as your distance changes. You can use textures so that you can match the Earth exactly. The game engine solution- level of distance+mip mapping. You might be able to get close, but it will always be procedural- that is to say, random. Drawback: it will not match the Earth and there is nothing you can do to make it so. Kenton Musgrave, fractals infinitely, and is designed for this purpose. This is possible if you use procedural texturing - Musgrave texture, named after the remarkable F. In simpler terms, if you have a 4K (4096) texture for your visible portion of the ground at the end, your earth will need a texture sized 2000000000 to not see any pixelization If you’re willing to cheat and not do this in one shot, it’s possible, but there’s not a software out there that can maintain 528,000 points of decimal precision without trickery and cheating. You’d need a minimum of 528,000 digits of precision per decimal to do this- this is an absurdly large amount of information. If you want to do this in just one shot, you need to be able to have the same level of detail at 10,000 miles (52,800,000 feet) to “ground level”, which I’m going to assume is 100 feet or so. Lastly, what you want to do is actually extremely complicated, and it requires an extreme level of decimal precision that most 3D softwares don’t have, including Blender. Saying everyone here is a noob is not going to make people want to help you. Second- if you want help, don’t be a jerk. It’s quite normal for answers to take hours or even days, especially on Saturdays, not many people are active on weekends. First of all- forums aren’t live chat, it’s been all of four hours since you posted your question.
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