Hi,
I have a problem now. I need a circular camera motion so I link camera tu dummy and rotate the dummy. So far so good, but I cant see motion blur in render. Camera is moving in the scene, but it has no key frames, only dummy has. Is this a problem for motion blur? How to solve this please. Thank you.
So I animate camera by hand but still no motion blur. Where could be a problem please?
Hello,
Is that in an IPR session or in a production render ?
Best regards,
Yavor
All works as expected here, although for some reason nothing blurs if using IPR, which I didn’t realise until this post. Hope that helps 
EDIT: I now see there is a post from this time last year suggesting it would be added, just not when that’d occur.
Yep - camera motion is ignored in IPR. That’s a known issue but unfortunately we haven’t come to fixing it yet.
Oh, it was IPR. You are right, dont know camera blur is ignored while objects motion blur is there. Its ok then.
It’s curious and I was trying to work out why it’s hard to do - me not being in anyway a coder of anything at all, by the way.
Is it to do with the fact that an object, whether parametric or otherwise, is effectively a specific object class with translatable vertex
positions capable of blurring…stuff, whereas a camera is a different class of object which simply doesn’t allow for such a relatively (presumably) simple approach?
It’s mostly related to having many other things in the TODO queue 
Ah no, sorry, I didn’t mean that as any criticism - I was genuinely interested in the actual difference in the procedure technically 
I’m sure it has the word ‘matrices’ in there somewhere 
You are right “matrices” is the important thing here:)
Getting them in the motion blur begin and end time while preparing the scene for IPR is the tricky part though since Max is not locked like in the production rendering. Viewports can be linked to the camera and if we just try to evaluate the camera at different times - this will cause viewport updates. Those updates will cause IPR restart and we’ll try to evaluate the camera again..
There are ways to solve this - just require some more code than the production case and some careful testing for the various cases (different camera types, some of them have shift and tilts..).
Aha! Exactly as I thought.
You guys hiring?
I have my own pencil! 