matheussbento

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  • in reply to: How do you put image of Melvin in to camera view? #28364
    matheussbento
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      Another way to do it (this is my personal preference and a very useful method to have different Images on different angles) is using image emptys.

      Create a empty Image:

      Scale it:

      In the “propreties” panel go to the “object data” tab and click the open button:

      Now you just select your image and it should appear at your scene:

      The object scaled to match the proportions of the image so it  should just need some position and rotation adjustments.

      From there I use the num pad and press 5 to go toggle orthographic view, 1 to go to front view and 3 to go to right view:

      Remember to keep using Z to go to wireframe and 5 to go back to perspective and have a look around the object.

      Work wonders in edit mode. In sculpt you would probably want to keep using perspective view instead of orthographic.

      matheussbento
      Participant

        I thought  it was a dumb feature because it is actually a standard in 2d and 3d rendering. Not using it is a real waste of performance and if you are learning opengl, it is one of the first things you learn. I don’t about how blender was actually programed so it may be a lot more complicated than I’m making it out to be but I’m pretty sure it was optional because they were messing with the rendering engine, which is a dangerous thing to mess with this late in development because it can easily break the application,  and they where afraid it might cause some trouble. Now they seem confident enough to remove it as a option.

        Edit: Now I noticed I’m answering it a year later but I’m ok with it.

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