View Full Version : camera view in a floating window possible?
10-05-2005, 11:27 PM
hello all max scripters ,i was wondering if it is possible to have camera in the max viewport that actually preview renders in real time(same as the default "perspective" view),but acrually delivers the render in a floating window which holds controls for setting values for the reaction manger.
my obvious intention is for creating some kind of a rigging tool that will enable me to control the rig of my charcter while having a view(camera) that show me how it deformes even when it is not in the focus of my main camera(so the floating canera only focuses on the expressions my charcter make and not on the way it moves in the scene).
i should point out that such a feature is possible using mel script....is it possible using maxscripting?
if it is could u tell me if such info is found in the max help files or could u refer me to whare i may found the proper commands ,and possibly an expantion or a tutorial on ho implement this:)
10-06-2005, 06:36 AM
Unfortunately this is difficult if not impossible to implement.
You can't have a functioning viewport that floats around, but you can have a floating window that takes a screenshot of a viewport and puts it in it's background every time the scene redraws, but it will need the viewport that it's taking the screenshot of to be open, which kind of defeats the purpose and it will also be quite slow.
Unless someone else has any ideas?
10-06-2005, 10:45 PM
well over 20 people view this thread and only 1 reply, i guess this mean it's a dead issue, anyway Wahooney i appreciate that you took the time to reply to my question, hopefully such a possibility may evolve with time as 3ds max continues to develop.
again thank you.
10-06-2005, 11:14 PM
The number of views is just related to the number of replies.
If you answer me the number of views will grow.
10-08-2005, 03:25 PM
I'm working on a maxscript right now that renders as the viewport is updated. Think of it as a lame version of f-prime for lightwave. I've got it working very nicely. I'm just trying to add features to it now.
11-22-2005, 11:17 PM
We have a plugin in development that does exactly this. Please contact me at firstname.lastname@example.org if you are interested in Beta Testing.
11-23-2005, 05:57 AM
i've been wanting to do the same thing.. myself.. for providing facial cams per character. since its not possible to have floating viewports, can any one share ideas on how i can setup cameras which r 'non-renderable' (i think all cameras hidden or not R renderable ? in max ) and are constrained to character's head and is there a way to hav few objects (control curves driving the morphs) visible on in the respective camera view ?
or can i check what camera is set to render in the render globals and pop that before the rendering starts ? say like a pre-render script ? if i can check $Facial_Cam_* are set to render, i can skip them and set the shot camera to be rendered automatically in a script ?
just a quick try was position constraining the target of the camera to the biped head obect.. but when i try navigating in the facial_cam viewport, the camera drifts away eventually even when its position XYZ are limited using float limits !! any idea how to tackle this ?
11-24-2005, 06:27 AM
boomer3d: how far along is development? can you tell if it will be possible to have different objects showing in the floater than in the main viewports? (for example showing just the face for a facial cam)
11-24-2005, 06:32 AM
Pretty far along. To answer your question, in short "yes".
11-24-2005, 06:32 AM
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