Camera View

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Demonstration of camera view.

The Camera view shows the electric current scene as seen from the currently agile camera'south view bespeak.

The Camera view tin can exist used to well-nigh etch shots and preview how the scene will look when rendered. The rendered paradigm will contain everything within the dashed line.

Run into besides

Camera Settings for details how photographic camera settings are used for display & rendering.

Hint

The active camera can exist selected while in camera view using the camera frame (bold the object isn't hidden).

Viewing the Agile Camera

Reference

Style

All modes

Bill of fare
Shortcut

Numpad0

This switches the view to the active camera. The triangle to a higher place the camera volition become shaded when active.

Setting the Agile Camera

Reference

Mode

Object Mode

Menu
Shortcut

Ctrl-Numpad0

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Active camera (left) displayed with a solid triangle above it.

This is the photographic camera currently used for rendering and when viewing from the camera.

This sets the current active object as the active photographic camera & switches to the camera view.

The agile camera can also be set in the Scene tab of the Properties.

Notation

The active camera, equally well as the layers, tin be specific to a given view, or global (locked) to the whole scene. See Local Camera.

Blithe Camera Switching

By default a scene contains one camera. However, a scene tin contain more than one photographic camera, but merely one of them will be used at a time. So you will only need to add a new camera if you are making cuts betwixt them. See Animating Cameras.

Frame Camera Bounds

Reference

Way

All Modes

Menu
Shortcut

Home

Centers the camera view inside the 3D Viewport's screen surface area and resizes the view to fit inside the area's bounds.

Photographic camera Navigation

In that location 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 have to move or rotate the camera.

Hint

The active "camera" might exist any kind of object. So these actions can be used, for example, to position and aim a light.

Move Active Camera to View

Reference

Mode

Object Mode

Shortcut

Ctrl-Alt-Numpad0

This matches the active camera to a regular (non camera) view, for a convenient method of placing the camera without having to move the object straight.

Photographic camera View Positioning

Past enabling Lock Camera to View in the View panel of the Sidebar region, while in photographic camera view, you can navigate the 3D Viewport every bit usual, while remaining in camera view. Controls are exactly the same as when normally moving in 3D.

Curl, Pan, Dolly, and Runway

To perform these camera moves, the photographic camera must commencement exist selected and so transform operations employ to it. The following actions also presume that yous are in camera view. Having done so, you can now dispense the camera using the same tools that are used to transform whatsoever object:

Roll

Press R to enter object rotation manner. The default volition be to rotate the camera in its local Z centrality (the axis orthogonal to the camera view), which is the definition of a photographic camera "roll".

Vertical Pan or Pitch

This is merely a rotation along the local Ten axis. Press R to enter object rotation style, then X twice (the first press selects the global axis, pressing the aforementioned letter of the alphabet a second time selects the local centrality – this works with any axis; see the Axis Locking page).

Horizontal Pan or Yaw

This corresponds to a rotation effectually the photographic camera'due south local Y centrality. Printing R, and then Y twice.

Dolly

To dolly the camera, printing K then MMB (or Z twice).

Sideways Tracking

Press G and move the mouse (yous tin can utilize X twice or Y to go pure-horizontal or pure-vertical sideways tracking).