CTRL+L switches between using Scene Lights and the Default Lighting. Err... read 'turn the lights' as 'turn off the lights' instead of 'move the lights'.
Hey guys, Recently i've managed to set up my own lighting system, and i think it'd be nice if it would move with the camera, so the lighting on your object changes along with the camera. (just like the default 1 light, only with 3 lights). Is this possible? and is it possible to press a hotkey and drag the mouse button to…
The script can really only work correctly using Free directional lights, because they are position insensitive. Omni's, targets, and spots are all sensitive to position... if your light rig follows with your camera, it is going to be very inconsistent- as you get closer and further your object will become darker and…
Thanks guys! and Rob, that was exactly what i was talking about, having good lighting for modeling that changes along with the viewport. I tried using your script, but how does it work? I created a simple scene with 3 lights, added some primitives to see how it'd work, then selected the lights and ran your script. (which i…
Rob: That seems like a really long winded way of doing things.. Just make some lights, create a camera, and use link constraints on the lights. If you're using spotlights, make sure you use a LookAt constraint (z axis) so they will point at your object if the camera pans away from it.
parent the lights to the camera, or make an expression that rotates them around the obj when athe camera is moved, but they stay the same distance from the obj, each wont be unbreakable though
You need to create a Macro button- when it is on, your lights become constrained to your camera and move to the bottom right of your viewport (so you can rotate them if needed), when you turn it off they go back to initial positions.
I wasn't sure if this was for working or rendering... if you want to use this while you model, for example (like a customized Default Lighting), there is no other way to do it, AFAIK. You can't control a camera like a viewport and you can't apply a controller to be affected by the viewport (they only update when objects or…
haha, funny you mention it- I did exactly this last week for someone at work. It is a bit of a pain, not as simple as you'd think, since Max doesn't treat the viewports as cameras- instead of doing a constraint or script or expression, you need to create a redraw views callback. Here is the latest version. Currently…