In this Blender tip video, we’ll take a look at Blender’s Camera Fly Mode tool. This is a great to help navigate your 3D scene, and also for camera placement (or any object set to be a “camera”, for example a Spotlight).

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Discussion

30 Responses to “Tip: Camera Fly Mode Tool”
  1. Posts: 54

    That is a cool tutorial. That is something I can experiment with in a lot of things I do.

    Keep up the great work :)

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    1
    Feb 3, 2010 at 11:13 am
  2. ccherrett
    Posts: 8

    great tip. I did not know about the keys for fly mode :)

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    2
    Feb 3, 2010 at 11:23 am
  3. Corniger
    Posts: 43

    That painfully reminds me of the now utterly useless SpaceNavigator I have that nobody seems to want to write a Plugin for for Win7 64bits…

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    3
    Feb 3, 2010 at 1:38 pm
  4. Tobey
    Posts: 98

    I wasn’t aware of the panning mode until now.. it surely helps to keep the movement more stable. Thanks for this detailed tip Kernon.

    @Corniger: Wow, I completely forgot something like this existed. Is it as intuitive for 3D navigation as claimed? Does it work in all Blender versions? Obviously not on x64 systems… :-|

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    4
    Feb 3, 2010 at 2:39 pm
    • Corniger
      Posts: 43

      Well, I personally love(d) it. You just float around, especially sometimes when you have a mesh that is really complicated to maneuver around in with a mouse. Handy for fine movements, the mouse is faster, but imo also quite straining sometimes. All it does is use the Flight Mode, so if you like that, the tool is right for you. Just make sure you have enough room next to your keyboard. I have been using it with 2.48/9, but noone cares about the 64bit users (HELLO, that stuff exists since 2005 and longer, it is the future, HELLOOO-OOO! :-D )

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      4.1
      Feb 4, 2010 at 6:34 am
      • Tobey
        Posts: 98

        Haha, yeah, the pace of adaptation to new technology like this ain’t so pleasantly seamless but things change slowly and steadily. Anyways, thanks for the response. :-)

        BTW, careful with those translucent steeds (needed to look that up in the dictionary), afaik they tend to randomly change translucency value, likely leaving you unable to locate them in the middle of the battle! %-)

        Cheers

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        4.1.1
        Feb 4, 2010 at 7:14 am
  5. Maxinova
    Posts: 10

    Great tutorial! how did you do the city?

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    5
    Feb 3, 2010 at 10:05 pm
  6. Darth_Gimp
    Posts: 24

    Excellent tip! Like Maxinova I’d like to know how you did the city… it doesn’t look like a discombobulator setup.

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    6
    Feb 3, 2010 at 11:12 pm
  7. kernond
    Posts: 29

    Thanks for the comments!

    The Fly mode is really fun and can feel more like a game sometimes. This can also be used to point spotlights. Just select the spotlight, and press Ctrl-NumpadZero to make it the active “camera”. You’ll probably need to do some rotating to get the view properly oriented. Then, press Shift-F to begin flying around with the spotlight. With GLSL turned on, you can press Alt-Z to go into Textured mode. Now, you can see the spotlight’s lighting effects while flying around. It’s interesting to fly around inside of existing models because you can see very interesting structural shapes.

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    7
    Feb 4, 2010 at 8:48 am
    • Tobey
      Posts: 98

      Thanks for another tip about setting up the lighting! :-)

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      7.1
      Feb 4, 2010 at 11:25 am
  8. kernond
    Posts: 29

    Oh, the quick cityscape was created with two passes of the discombobulator script (with different settings, of course). I did a fractal subdivide (actually too much because I was originally thinking more of a small village) so that all of the shapes wouldn’t be perfectly square. I also translated a few of the “building” top faces along the z-axis with proportional editing turned on. This helped to create more variety.

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    8
    Feb 4, 2010 at 8:55 am
  9. Posts: 208

    This is one great feature . Thank you for explaining the details , I often use this to , set my camera up , okay , but still yet I would wish, that blender team made the camera much easier . Like using the user view :)
    One nice tutorial , It made me think of watching an animation flying through (wire frame ) over Chicago long ago as a Student of Marwen foundation .

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    9
    Feb 4, 2010 at 11:37 am
  10. serum
    Posts: 7

    Dear Kernon,

    thanks for the tip. Nice tool to pose the camera.
    I’m wondering if there is a way to record the camera
    movement in fly-mode to camera-IPOs? That would
    be a very handy animation tool.

    Any suggestions?

    Kind regards,
    serum…

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    10
    Feb 4, 2010 at 1:31 pm
    • Tobey
      Posts: 98

      Call me a noob but I would assume you could animate camera movements this way by simply flying the camera to desired key positions and adding key-frames at each of those positions… i -> LocRotScale and such. No?

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      10.1
      Feb 4, 2010 at 1:51 pm
      • serum
        Posts: 7

        yes, that works, too. but then you have no control on the
        camera speed as far as I can see. but I might be wrong on
        that point…

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        10.1.1
        Feb 4, 2010 at 3:18 pm
  11. kernond
    Posts: 29

    Yeah, you can record to IPOs, but the results can be less than optimal. At least that was my experience with the little bit of testing that I did with it. So, with some experimenting it might work pretty well.

    To record the Fly mode navigation, you need to be in a “camera” view via Numpad-Zero. As mentioned, it doesn’t have to necessarily be a Camera object. You also need to have the camera object selected while viewing thru it. You’ll need to open a timeline window, and an IPO window would be helpful as well. In the timeline window, turn on Auto-keyframing via the red button. In the drop-down list beside the button, make sure Add/Replace is selected. To begin recording, press the Play button on the timeline window, then press Shift-F in the 3d view to enter Fly mode and begin navigating. When you exit the Fly mode, the recorded keyframes will be visible in the the timeline and IPO editor. The timeline will still be in play mode so you’ll need to stop it. Keyframes are set for every frame as soon as you press the Play button, so you’ll have to align the keyframes to where you want them to begin via the IPO editor.

    Have fun!

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    11
    Feb 4, 2010 at 2:11 pm
    • serum
      Posts: 7

      That sounds pretty neat. I’ll check that with auto-keyframing
      at the weekend or so. Thank’s for that quick reply, Kernon.

      Best regards,
      serum…

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      11.1
      Feb 4, 2010 at 2:54 pm
      • serum
        Posts: 7

        OK, I checked it a few minutes ago. It works quite good.
        I guess one can tweak the animation by manually edit
        the IPOs. Should not be such a big problem since most
        of the LocRotScale-keys are nor needed if you use bezier
        interpolation.

        at least, this is cool for q’n'd camera dolly animation. ;-)

        regards,
        serum

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        11.1.1
        Feb 4, 2010 at 3:16 pm
  12. Corniger
    Posts: 43

    Whoa, that all sounds really, really cool! Looks like I’d best go ahead and make a 32bit co-installation and configure a flight-axis roll…
    But purely theoretical: would it be possible to also draw a path that way so to tweak the flight somewhat? Is there a script or anybody who could write one?

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    12
    Feb 4, 2010 at 2:46 pm
  13. kernond
    Posts: 29

    You can add a Time IPO curve to control the speed by selecting the Time channel in the IPO editor and placing points in the IPO editor. Points above zero will control the speed forward, while points below zero will control the speed moving backwards.

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    13
    Feb 4, 2010 at 3:26 pm
    • serum
      Posts: 7

      ah, cool. that makes life easier on this subject :-) )
      thanks!

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      13.1
      Feb 4, 2010 at 3:28 pm
    • Corniger
      Posts: 43

      So the speed is controllable, but the actual flight/camera positioning can be hand keyed later on? Sorry, I really am not familiar with animating yet :)

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      13.2
      Feb 5, 2010 at 4:48 am
      • serum
        Posts: 7

        yes, you can edit the keys in the IPO-editor by hand :-)

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        13.2.1
        Feb 5, 2010 at 10:52 am
  14. Nixon
    Posts: 61

    thats a cool feature of blender, i especially liked your part about using it for cameras duplicating and setting up different angles of ones scene ‘on the fly’, thats much better than dragging the camera around the classical style…
    that was a great hint again *thumbsup*
    best regards

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    14
    Feb 4, 2010 at 9:15 pm
  15. Fusobotic
    Posts: 11

    Maybe you should make another tip tutorial on how to animate a camera in fly mode, just so that everyone knows its possible, and that its an easy way to do a moving camera without having to setup curves, and a track to object.

    Great tutorials!

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    15
    Feb 5, 2010 at 8:09 am
  16. clecle
    Posts: 17

    this script comes already with the new blender or i do have to download it? anyway i want to know how to get to it….i new it in 2.49 now i cant find it in 2.5 please help me

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    16
    Mar 2, 2010 at 4:55 pm
    • Posts: 1394

      The Fly Mode feature is available in 2.5 via hitting Shift + F.

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      16.1
      Mar 2, 2010 at 5:51 pm
      • clecle
        Posts: 17

        sorry, i was talking about the city creator

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        16.1.1
        Mar 3, 2010 at 12:58 am
  17. bob
    Posts: 1

    how did you make the city? i would really like to make a city like that but i dont know how.

    nice video it was really helpful.

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    17
    Mar 13, 2010 at 1:02 pm
  18. mrfixit1170
    Posts: 2

    Great tut….I personally like the idea of positioning multiple cameras for different scenes…..Thank you again for another great tut…..I can not wait for the new release of the New 2.5 DVD training series….

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    18
    Jun 14, 2010 at 10:11 pm

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