Maybe...
1. start with camera facing straight along, say, Z-axis 2. make your sprite a poly grid 3. set a 2 point constraint to the camera and the animated null; disable it for now 4. put the polygon at the right distance infront of camera for the pixel coverage you want. 5. set a position limit in Z with current Z coordinate as both max and min 6. enable the 2-point constraint 7. if the camera has to animate, then I think you could parent the whole thing to a null and have it work in camera local space Alternatively, you could just do the 2-point constraint and write an expression that scales the sprite poly according to camera distance, but that seems like math to me, so I normally wouldn't try. ;-) On Thu, Feb 5, 2015 at 2:18 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] < j.ponthi...@nasa.gov> wrote: > Hi yall…. > > > > > > I have a null in my scene. > > > > I want to constrain a bitmap to it and always have it face the camera. > > > > I know how to do this, position constrain grid with texture to null, > orient constrain grid to camera, blah blah. But I want to maintain a grid > size that is screen relevant not scene relevant. So I don’t want to do this > old school. > > > > Instead I’d like to attach a sprite to the null instead, have it render a > set pixel size instead of a world space size, but I don’t really want to > use ICE or particles since it’s only a single object, that just seems > overkill. > > > > Is there a simpler way to accomplish this kind of thing? > > > > > > -- > > Joey Ponthieux > > LaRC Information Technology Enhanced Services (LITES) > > MYMIC Technical Services > > NASA Langley Research Center > > __________________________________________________ > > Opinions stated here-in are strictly those of the author and do not > > represent the opinions of NASA or any other party. > > >