@rickw said:
Edson,
Yes, FlightPath and FlightPath2 require a path to follow. That path must be a curve - either an arc, circle, polygon, or "welded" curve (a set of edges that have been joined together into a polyline using the weld plugin).
That path should be at the desired eye level. I usually create the path at ground level, then move it up 5' (~ 1.5m) to a person's eye height. Sometimes I draw a circle and move it very high above a building to do a flyaround from the air.
Once you have created the path and have it at the desired eye height, select it and right-click to get the FlightPath menu. You will have four options for the target view:
Camera path nodes - the camera will look towards the next vertex/node in the selected path. This is the same behavior as FlightPath (free).
Single Point - as the camera moves along the path, it will look at a single point that you select.
Two Points - as the camera moves along the path, it will look along a line starting at one selected point and transitioning to a second selected point.
Target Path - as the camera moves along the path, it will look at a point that is moving along a second selected path. That path must be created in the same way as the camera path.
Rick-
Just DL'd fp2. Question regarding the final option "target path". I'm a bit unclear about the sentence "That path must be created in the same way as the camera path". Can you expand on this? What if I want to follow a path thru a building...I want to mainly look straight ahead, but as I pass by interesting nodes/rooms, I wish to change the viewpoint to somewhere along the side of the path. Then resume looking straight ahead. Typical walk-thru. What does that secondary path look like? Doe the "straight ahead" segments lay directly on top of the primary path?
Thanks