Camera control through FPS mode
tl;dr I want to be able to change the camera object while viewing through it, similar to using the FPS camera.
There are two QoL issues this could fix: (1) Interaction viewers are limited to the specific angles of a camera object. In contrast to YL1 you can't look around at all - which would be especially nice for cameras parented to heads. (2) Nailing the right camera angles when keyframing is tedious. Because your "focus point" changes when you exit a camera object, making slight adjustments means exiting the camera, swerving and zooming around to get back to it, rotating/moving the camera object (or object it's parented to), and finally jumping back into the camera object to see how it looks. Then doing that again until you get it right.
My proposal is when viewing through a camera, Tab (or another key) will unlock the camera. Then it's the usual FPS mode but you're moving the camera object and maintaining its FOV, etc. while doing so. Pressing Tab again will lock the camera.
When on an interaction where the camera object is keyframed on a non-default timeline, the camera would not snap back to the keyframed position until you hit Tab again. (Kind of like what happens when moving a keyframed joint on the default timeline. But the goal is to let the viewer have control until they give it back.) And transforming the camera object while on a non-default timeline keyframes your current position and rotation, as you'd expect.
I am not sure if this is exactly what you are looking for, but you can use the "View -> Node" button on the camera object to snap it to your current view.
You can do this while in FPS mode.
Here is a quick example I uploaded to youtube. I forgot my cursor was hidden in the recorded but it should be easy to understand whats happening.
https://www.youtube.com/watch?v=Zn6JFqUlONE
@Taithrah I appreciate you making the video. All of this works fine as long as you're not in Camera View/viewing through the camera object.
For example, if you wanted to adjust the view angle for one of those keyframes, I don't think you're able to immediately go into FPS mode while in camera view. So you have to select a new camera to view from or try moving your view to exit camera view. All this can displace you from where you were viewing from and wanted to change.
Also FPS mode won't match any view where the camera was rotated on the Z axis (i.e. roll) or the camera's FieldOfView, Roll, or NearClipPlane if adjusted.
@vmlwhxbh No problem. I understand now what you mean with camera rotation and stuff.
Currently my only work around has been holding shift to snap to a keyframe to replace it, but there are still have the issues you mentioned :(