I'm trying to find out if there is a way to change the viewport angle in blender using Python. I would like a result like you would get from pressing 1, 3, or 7 on the num. pad.
Thank you for any help
Move Active Camera to ViewSelect a camera and then move around in the 3D View to a desired position and direction for your camera (so that you are seeing what you want the camera to see). Now press Ctrl-Alt-Numpad0 and your selected camera positions itself to match the view, and switches to camera view.
To move the viewpoint position back to the center, snap the cursor to the center, then click View → Align View → Center View to Cursor. You could also snap the cursor to the center then press Ctrl + Num. . In versions ≥2.74 you can also use Alt + Home to center the view to the cursor.
First of all, note that you can have multiple 3D views open at once, and each can have its own viewport angle, perspective/ortho settings etc. So your script will have to look for all the 3D views that might be present (which might be none) and decide which one(s) it’s going to affect.
Start with the bpy.data object, which has a window_managers attribute. This collection always seems to have just one element. However, there might be one or more open windows. Each window has a screen, which is divided into one or more areas. So you need to search through all the areas for one with a space type of "VIEW_3D". And then hunt through the spaces of this area for the one(s) with type "VIEW_3D". Such a space will be of subclass SpaceView3D. This will have a region_3d attribute of type RegionView3D. And finally, this object in turn has an attribute called view_matrix, which takes a value of type Matrix that you can get or set.
Got all that? :)
Once you've located the right 'view', you can modify:
view.spaces[0].region_3d.view_matrix
view.spaces[0].region_3d.view_rotation
Note that the region_3d.view_location is the 'look_at' target, not the location of the camera; you have to modify the view_matrix directly if you want to move the position of the camera (as far as I know), but you can subtly adjust the rotation using view_rotation quite easily. You'll probably need to read this to generate a valid quaternion though: http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation
Perhaps something like this may be useful:
class Utils(object):
def __init__(self, context):
self.context = context
@property
def views(self):
""" Returns the set of 3D views.
"""
rtn = []
for a in self.context.window.screen.areas:
if a.type == 'VIEW_3D':
rtn.append(a)
return rtn
def camera(self, view):
""" Return position, rotation data about a given view for the first space attached to it """
look_at = view.spaces[0].region_3d.view_location
matrix = view.spaces[0].region_3d.view_matrix
camera_pos = self.camera_position(matrix)
rotation = view.spaces[0].region_3d.view_rotation
return look_at, camera_pos, rotation
def camera_position(self, matrix):
""" From 4x4 matrix, calculate camera location """
t = (matrix[0][3], matrix[1][3], matrix[2][3])
r = (
(matrix[0][0], matrix[0][1], matrix[0][2]),
(matrix[1][0], matrix[1][1], matrix[1][2]),
(matrix[2][0], matrix[2][1], matrix[2][2])
)
rp = (
(-r[0][0], -r[1][0], -r[2][0]),
(-r[0][1], -r[1][1], -r[2][1]),
(-r[0][2], -r[1][2], -r[2][2])
)
output = (
rp[0][0] * t[0] + rp[0][1] * t[1] + rp[0][2] * t[2],
rp[1][0] * t[0] + rp[1][1] * t[1] + rp[1][2] * t[2],
rp[2][0] * t[0] + rp[2][1] * t[1] + rp[2][2] * t[2],
)
return output
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