Camera View¶

Reference

Mode: All modes

Menu:

Carte du jour:

Hotkey: Numpad0

../../../_images/editors_3dview_navigate_3d-view_camera-view.png

Demonstration of camera view.

The Photographic camera view shows the current scene as seen from the currently active photographic camera'south view indicate. It tin can exist activated by pressing Numpad0 . The Camera view can be used to about compose shots and preview how the scene will expect when rendered. The rendered image will comprise everything within the dashed line. In this view you tin can also set the Render Border which defines the portion of the 3D View to be rendered.

Camera view provides a preview for the terminal rendered prototype.

../../../_images/editors_3dview_navigate_camera-view_preview.png

Camera view.

../../../_images/editors_3dview_navigate_camera-view_render.png

Rendered paradigm.

Photographic camera Navigation¶

At that place are several different ways to navigate and position the camera in your scene, some of them are explained below.

Zooming in and out is possible in this view, but to change the viewpoint, you lot have to move or rotate the camera.

Note

Remember that the active "photographic camera" might be any kind of object. So these actions tin be used, for instance, to position and aim a lamp.

Motility Active Camera to View¶

Reference

Fashion: Object Fashion

Hotkey: Ctrl-Alt-Numpad0

This feature allows you to position and orient the active camera to match your current viewport.

Select a photographic camera and and so move around in the 3D View to a desired position and management for your photographic camera (so that yous are seeing what y'all want the camera to see). Now press Ctrl-Alt-Numpad0 and your selected camera positions itself to match the view, and switches to camera view.

Camera View Positioning¶

By enabling Lock Camera to View in the View panel of the Properties region, while in camera view, you tin navigate the 3D View as usual, while remaining in camera view. Controls are exactly the same equally when normally moving in 3D.

Curl, Pan, Dolly, and Runway¶

To perform these photographic camera moves, the camera must get-go exist selected, so that information technology becomes the active object (while viewing through it, you lot can RMB – click on the solid rectangular edges to select it). The post-obit actions likewise assume that you lot are in camera view Numpad0 ! Having done so, you can at present manipulate the camera using the same tools that are used to dispense any object:

Coil
Printing R to enter object rotation mode. The default will be to rotate the camera in its local Z-axis (the axis orthogonal to the camera view), which is the definition of a camera "roll".
Vertical Pan or Pitch
This is just a rotation along the local Ten-centrality. Press R to enter object rotation fashion, then X twice (the first press selects the global centrality, pressing the same letter a second fourth dimension selects the local centrality – this works with whatsoever axis; see the centrality locking page).
Horizontal Pan or Yaw
This corresponds to a rotation around the camera's local Y axis. Printing R , and so Y twice.
Dolly
To dolly the camera, printing G and then MMB (or Z twice).
Sideways Tracking
Press M and move the mouse (you tin can use Ten twice or Y to get pure-horizontal or pure-vertical sideways tracking).

See too

Fly/Walk Mode
When you are in walk/fly mode, navigation really moves your photographic camera:
Lock Photographic camera to View
When enabled, performing typical view manipulation operations volition move the camera object.