Camera View¶

Reference

Mode: All modes

Menu:

Card:

Hotkey: Numpad0

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

Demonstration of camera view.

The Camera view shows the current scene as seen from the currently active camera's view point. It can be activated past pressing Numpad0 . The Camera view can exist used to almost compose shots and preview how the scene will look when rendered. The rendered prototype volition incorporate everything within the dashed line. In this view you tin can also set the Return Border which defines the portion of the 3D View to be rendered.

Camera view provides a preview for the final rendered image.

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

Camera view.

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

Rendered image.

Photographic camera Navigation¶

There 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 modify the viewpoint, y'all take to move or rotate the camera.

Notation

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

Move Active Photographic camera to View¶

Reference

Way: Object Mode

Hotkey: Ctrl-Alt-Numpad0

This feature allows y'all to position and orient the active camera to match your electric current viewport.

Select a camera and so motility around in the 3D View to a desired position and direction for your camera (so that you are seeing what you want the camera to run into). Now printing Ctrl-Alt-Numpad0 and your selected camera positions itself to friction match the view, and switches to photographic camera view.

Camera View Positioning¶

By enabling Lock Camera to View in the View console of the Properties region, while in camera view, you can navigate the 3D View every bit usual, while remaining in photographic camera view. Controls are exactly the aforementioned as when normally moving in 3D.

Roll, Pan, Dolly, and Track¶

To perform these camera moves, the photographic camera must beginning be selected, so that it becomes the active object (while viewing through it, you can RMB – click on the solid rectangular edges to select it). The following actions also assume that yous are in camera view Numpad0 ! Having washed and then, you can at present manipulate the camera using the same tools that are used to dispense any object:

Scroll
Press 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 "curlicue".
Vertical Pan or Pitch
This is simply a rotation along the local X-centrality. Press R to enter object rotation mode, then X twice (the offset printing selects the global centrality, pressing the same letter of the alphabet a second time selects the local axis – this works with any axis; see the axis locking folio).
Horizontal Pan or Yaw
This corresponds to a rotation around the photographic camera'southward local Y centrality. Press R , then Y twice.
Dolly
To dolly the camera, press G then MMB (or Z twice).
Sideways Tracking
Press G and move the mouse (y'all can use X twice or Y to get pure-horizontal or pure-vertical sideways tracking).

See also

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