How can I pan my camera around in a blender game? I want to be able to use camera controls in my blender game Like panning 360 around with the right mouse button. My view does not need to pan up or down, just needs to rotate around the view like to say I have a cube to represent my character! I want to be able to pan the view around it.
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How can I zoom in and out using the mouse wheel in the BGE? And press the middle button to go move around the character?   I want the camera to be parent to the character so that it will follow it.
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When I pan with the Shift + MMB, it doesn't work. I think I might have accidentally pressed some sort of key-shortcut. It works for other views, so it's not my mouse. What sort of shortcut could I have pressed?
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I'm trying to set up multiple cameras for a scene set in a room. Is there a way to link object visibility to a specific camera? Ideally, a wall or ceiling would not render if it were in the way of the specified camera.  I've tried to get around this by keyframing Restrict Rendering, but that gets difficult to keep track of. I've also tried adjusting the clipping plane, but that clips too much and would also need to be keyframed if the camera moves.   Thanks!
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Ok so In blender, I'm making a city, but in the 3d view, it disappears when going to a certain distance:  I'm not using a camera or anything, this is user perspective Help?
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I want to animate between perspective and orthographic camera views. How can this be done?  I found where people talk about successfully animating between orthographic and perspective camera views in Unity with code, so fundamentally this must be possible. But I don't know Python, so I wouldn't be able to figure it out manually with code in Blender.
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Pressing Ctrl Alt NumPad 0 causes the camera to teleport over and align itself to the current view in the 3D viewport. However, it usually takes up only a small portion of the view, meaning that you have to move the camera back to fit the same view you had before. Is there a way to set the camera view to fill more of the 3D viewport when using this feature?
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Update This is now possibly natively as of 2.74. See my .  Is it possible to render a panorama in cycles that is not a full 360x180 view? E.g. 360° x 30°? How can I achieve this?
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I've seen similar questions on how to take pictures, but those questions are for the render engine, cycles, and others. I have a set of weapons, and want to take a picture from the side view. When you swap to your weapon, your newly selected weapon will show its picture on the right side of your screen, like other FPS games. In other words, I am looking for a way to take a screenshot in the GE; if you can, then can I also change the resolution? Any help is appreciated, thanks!
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Im making a animation in blender that requires the camera to change speeds while moving along a path. I'm using the Curve/Path for the path. I need the camera to move at a certain speed going between 2 places, and then slow down while moving around something its focusing on.
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My problem is that I have a huge scene with meshes and (let's say) I see this scene for the first time. I do not know it, I want to look around. I can use the controls like MMB  plus look around, ⇧ Shift + RMB  (but scene is too huge for this). Then I select some objects on the hierarchy and press numpad . (but as I said: I do not know the scene and/or the object names can look like all the same as well), what will take me there. I know, I can use the fly camera mode, but that is well... kinda hard to use, for me at least. Is there a better way to move around? Like in a game: WASD + mouse look? (I do not want to move my camera, my goal is to move my editing area to a specific position / angle)
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My goal is to program a camera to point towards the mouse cursor. I attached the following script to the Main Camera.   using UnityEngine; using System.Collections;  public class CameraController : MonoBehaviour {      public float sensitivity;      // Update is called once per frame     void Update () {         transform.Rotate (Input.GetAxis ("Mouse Y") * -1 * sensitivity, Input.GetAxis ("Mouse X") * sensitivity, 0);     } }   I "told" the camera to rotate around the x and y axes. Whenever it does this, the camera tilts sideways. When I checked the rotation of Main Camera, I saw that the z rotation had changed. Why is it rotating around the z axis when I left it at 0?
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I am really confused with the different uses of the terms "Layers" and "Passes" in Blender. Can someone please explain how they work in Blender. I know about Render Passes like AO, Diffuse and so on, but there seems to be a confusion with layers. Also, how do the layer buttons work in the properties panel like in the image shown? I get it that you can assign objects onto certain layers, but whats the difference between "Scene" and "Layer" buttons in the image? How do they refer to rendering? How can you see what layer a certain object is on?
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I tried using Window Texture coordinate, but it changes scale if I zoom in or out. The Camera Texture coordinate works in with orthographic camera but gets distorted if I use perspective camera.   I want the texture to have a fixed scale and not be distorted like on orthographic mode.
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I don't know what setting I switched, or what happened, but for some reason now every time I move, scale or rotate an object in the 3d View - blender starts a render. I am not talking about the 3d View being in "Rendered" mode. I am talking about the same behavior as when you click the "Render" button (switch to image editor, begin full render). This is driving me crazy and I can't seem to figure out how to turn it off or what I did to start it. It happens whether I use the mouse or keys. If I open a new document the behavior goes away so it is probably a preference setting(?) If you can help, I will be eternally grateful.  Thanks in advance.
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If I choose an orthographic view by using the numpad and then try to orbit the geometry by clicking the middle mouse button Blender goes from orthographic to perspective. Why is that the default now? Wouldn't it be more logical if instead of that Blender kept the orthographic mode? In other words: Why Auto Perspective is turned on by default?
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How do I rotate the viewport around the local (to the view port) - Z axis?  Basically what you would  get if you were to hit R with the camera selected in camera view.
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When you fly through your Blender 3D world, you can fly through things. However, sometimes I fly through objects, and before I even get close to them, the objects start cutting off(visually). See image:    How can I stop Blender from doing this? Or at least make it do so, when I get closer to the object?  There are some camera angles that I can't get because Blender cuts away the object in my view/cam