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"Align Active Camera to View" doesn't match properly
Needs Information from Developers, NormalPublic

Description

System Information
Operating system: windows 10 21h2
Graphics card: gtx 1070 ti

Blender Version
3.1.2

Short description of error
"Align Active Camera to View" doesn't match to the active and wanted 3D view boundaries and the object distance properly. See the attachments below.

Exact steps for others to reproduce the error
The steps for this: hit the "Align Active Camera to view" button in the "View -> Align view" menu in the 3D viewport, from where you want to achieve the desirable and proper view result, this result will be the same as I wrote in the short description. Which is very disturbing, mainly if someone came from eg. Maya or C4D to Blender. This is my blend file:

Please correct this disturbing snapping malfunction in the near future! I would really appreciate that!

Thank you!

Event Timeline

Omar Emara (OmarSquircleArt) changed the task status from Needs Triage to Needs Information from Developers.Jun 6 2022, 10:14 AM

I can replicate that. I checked for consistency between viewport and camera FOV, tried aligning one of the dimensions, fitting camera to view in screen space, but none of this seems to make it match. So tagging the module for more information in case this behavior is unexpected.

I assure you, it is very unexpected. For eg. it will destroy the possibility to make an intuitive composition (which appears abruptly in front of you, like a gift from the sky) and this disturb your brain, because the proper perspective has gone, but, because there is no Camera View Undo at all, you will be sad very abruptly and also constantly... Me, at least.
So, let me know, if I can do something else for the case!

Thank you!

"Align Active Camera to View" doesn't match to the active and wanted 3D view boundaries and the object distance properly. See the attachments below.

The zoom distance and view shift set in the camera view is maintained.
But I agree that this behavior is confusing.
Maybe this could change to adapt the viewport zoom.
But this is not a bug AFAIK.


I can replicate that. I checked for consistency between viewport and camera FOV, tried aligning one of the dimensions, fitting camera to view in screen space, but none of this seems to make it match. So tagging the module for more information in case this behavior is unexpected.

In the attached file you can make it match the by:

  • In camera view mode, make camera boundaries match viewport boundaries (Shortcut Home).
  • Change the Focal Length of the viewport to 72 mm
  • Then choose any other viewport position that the "Align Active Camera to View" will match.

Note that viewport does not have "Sensor Width/Height", so a focal length not matching a camera is not necessarily a bug.
There is a design task intended to improve this behavior. See T78320: Viewport "Focal Length" doesn't match Camera's focal length

But the problem here is not the zoom and shift in camera view not being adjusted.
I'm not sure if this behavior is desirable.

I use to say, this is "thinking bug", a bad or incomplete base idea to achieve a desirable function. In Maya or C4 the 3D Viewport itself a complete "physical" Camera, so you can tweak that like any other Camera in the scene. Those solutions work perfectly, no one complain about the results, because those are in 100% controllable and matching with each other. That's it, the solution. I hope, I could help to you :)

By the way, because of that solution what I mentioned above, namely the "Viewport as a real Camera", this is the proper and right method to render from the Viewport natively. Therefore there is no need to enter into an additional Camera every time if I want to render a picture. I can just hit the render button, that's it, just like that. This is another plus good thing that comes with it :)