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@krasnovpro
Created February 10, 2019 11:26
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Creates a true isometric camera in blender
# This script creates two kinds of isometric cameras.
#The one, TrueIsocam called camera, is the mathematical correct isometric camera with the 54.736 rotation to get the 30 degrees angles at the sides of the rhombus.
#The other, GameIsocam called camera, is a camera with which you can render isometric tiles for a 2d game. Here we need a 60 degrees angle instedad of the 54.736 one to get a proper stairs effect and a ratio of 2:1
# Then there is the special case with a 4:3 ratio, which is button 3. You can also make 2D games with that one. The view is more topdown though as with a 2:1 ratio of the traditional game iso view.
# The fourth button creates a simple groundplane where you can place your stuff at.
#You can of course set up everything by hand. This script is a convenient solution so that you don't have to setup it again and again.
# The script is under Apache license
bl_info = {
"name": "Create IsoCam",
"description": "Creates a true isometric camera or a isometric camera for game needs",
"author": "Reiner 'Tiles' Prokein",
"version": (1, 0),
"blender": (2, 80, 0),
"location": "Toolshelf",
"warning": "", # used for warning icon and text in addons panel
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Create_IsoCam",
"category": "Create"}
import bpy
# ----------------------------------------- true isometric camera
class ISOCAM_OT_createtrueisocam(bpy.types.Operator):
"""Creates a camera for mathematical correct isometric view"""
bl_idname = "scene.create_trueisocam"
bl_label = "TrueIsocam"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
# ----------------------------Create Camera with correct position and rotation
bpy.ops.object.camera_add(location=(30.60861, -30.60861, 30.60861)) # Create Camera. I would love to set the rotation here too. Blender not. Not that there are no tutorials around which shows that it should work ... .
#So that's what the next two lines are good for. Setting the rotation of the camera ...
object = bpy.context.object
object.rotation_euler = (0.955324, 0, 0.785398) #Attention, these are radians. Euler angles are (54.736,0,45) Here we set the rotation for a mathematical correct isometric view. Not to mix with the Isoview for a 2D game!
# ------------------------------Here we adjust some settings ---------------------------------
object.data.type = 'ORTHO' # We want Iso, so set the type of the camera to orthographic
object.data.ortho_scale = 14.123 # Let's fit the camera to a basetile in size of 10
object.name = "TrueIsoCam" # let's rename the cam so that it cannot be confused with other cameras.
bpy.ops.view3d.object_as_camera() # Set the current camera as the active one to look through
return {'FINISHED'}
# ----------------------------------------- Game isometric camera
class ISOCAM_OT_creategameisocam(bpy.types.Operator):
"""Creates a camera with isometric view for game needs"""
bl_idname = "scene.create_gameisocam"
bl_label = "GameIsocam"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
# ----------------------------Create Camera with correct position and rotation
bpy.ops.object.camera_add(location=(30.60861, -30.60861, 25.00000)) # Create Camera. I would love to set the rotation here too. Blender not. Not that there are no tutorials around which shows that it should work ... .
#So that's what the next two lines are good for. Setting the rotation of the camera ...
object = bpy.context.object
object.rotation_euler = (1.047198, 0, 0.785398)#Attention, these are radians. Euler angles are (60,0,45) Here we set the rotation for a isometric view that is used in 2D games. Not to mix with the mathematical correct Isoview!
# ------------------------------Here we adjust some settings ---------------------------------
object.data.type = 'ORTHO' # We want Iso, so set the type of the camera to orthographic
object.data.ortho_scale = 14.123 # Let's fit the camera to our basetile in size of 10
object.name = "GameIsoCam" # let's rename the cam so that it cannot be confused with other cameras.
bpy.ops.view3d.object_as_camera() # Set the current camera as the active one to look through
return {'FINISHED'}
# ----------------------------------------- Game isometric camera 4 to 3
# This format is not so common. But is also used here and there. It is more topdown. With a basetile of 64 to 48 pixels
class ISOCAM_OT_creategameisocam4to3(bpy.types.Operator):
"""Creates a camera with a special 4:3 iso view for game needs"""
bl_idname = "scene.create_gameisocam4to3"
bl_label = "GameIsocam4to3"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
# ----------------------------Create Camera with correct position and rotation
bpy.ops.object.camera_add(location=(23.42714, -23.42714, 37.4478)) # Create Camera. I would love to set the rotation here too. Blender not. Not that there are no tutorials around which shows that it should work ... .
#So that's what the next two lines are good for. Setting the rotation of the camera ...
object = bpy.context.object
object.rotation_euler = (0.724312, 0, 0.785398)#Attention, these are radians. Euler angles are (41.5,0,45) Here we set the rotation for a isometric view that is used in 2D games. Not to mix with the mathematical correct Isoview!
# ------------------------------Here we adjust some settings ---------------------------------
object.data.type = 'ORTHO' # We want Iso, so set the type of the camera to orthographic
object.data.ortho_scale = 14.123 # Let's fit the camera to our basetile in size of 10
object.name = "GameIso4to3Cam" # let's rename the cam so that it cannot be confused with other cameras.
bpy.ops.view3d.object_as_camera() # Set the current camera as the active one to look through
return {'FINISHED'}
# ----------------------------------------- Create a ground plane
class ISOCAM_OT_creategroundplane(bpy.types.Operator):
"""Creates a groundplane in size of ten where you can put your things on"""
bl_idname = "scene.create_groundplane"
bl_label = "Groundplane"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
bpy.ops.mesh.primitive_plane_add(location=(0, 0, 0)) # Create Camera. I would love to set the scale here too. Blender not. So let's do it in an extra step
object = bpy.context.object
object.scale = (5, 5, 0)#The plane object is created with a size of 2. Scaling it to 10 means to scale it by factor 5
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)# apply scale
return {'FINISHED'}
#----------------------------------------- Create panel in the toolshelf -------------------------------------------------
class ISOCAM_PT_Createisocam(bpy.types.Panel):
bl_label = "Create IsoCam"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "Isocam"
def draw(self, context):
# column buttons solution. Less space than single buttons ...
layout = self.layout
view = context.space_data
# Three buttons
col = layout.column(align=True)
col.operator("scene.create_trueisocam", text="TrueIsocam")
col.operator("scene.create_gameisocam", text="GameIsocam")
col.operator("scene.create_gameisocam4to3", text="GameIso4to3cam")
col.operator("scene.create_groundplane", text="Groundplane")
# -------------------------------------------------------------------------------------------
# store keymaps here to access after registration
addon_keymaps = []
classes = (
ISOCAM_OT_createtrueisocam,
ISOCAM_OT_creategameisocam,
ISOCAM_OT_creategameisocam4to3,
ISOCAM_OT_creategroundplane,
ISOCAM_PT_Createisocam
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
# handle the keymap
# wm = bpy.context.window_manager
# km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')
# kmi = km.keymap_items.new(createtrueisocam.bl_idname, 'ONE', 'PRESS', ctrl=True, shift=True, alt=True)
# kmi = km.keymap_items.new(creategameisocam.bl_idname, 'TWO', 'PRESS', ctrl=True, shift=True, alt=True)
# kmi = km.keymap_items.new(creategameisocam4to3.bl_idname, 'THREE', 'PRESS', ctrl=True, shift=True, alt=True)
# kmi = km.keymap_items.new(creategroundplane.bl_idname, 'FOUR', 'PRESS', ctrl=True, shift=True, alt=True)
# addon_keymaps.append(km)
def unregister():
from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
# handle the keymap
# wm = bpy.context.window_manager
# for km in addon_keymaps:
# wm.keyconfigs.addon.keymaps.remove(km)
# # clear the list
# del addon_keymaps[:]
if __name__ == "__main__":
register()
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