Camera View

../../../_images/editors_3dview_navigate_camera-view_example.png

Demonstration of camera view.

The Camera view shows the current scene every bit seen from the currently active camera's view point.

The Camera view tin can be used to virtually compose shots and preview how the scene will look when rendered. The rendered epitome volition contain everything inside the dashed line.

Encounter also

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

Hint

The active camera tin can be selected while in camera view using the camera frame (assuming the object isn't hidden).

Viewing the Active Camera

Reference

Mode

All modes

Menu
Shortcut

Numpad0

This switches the view to the active photographic camera. The triangle above the camera will become shaded when active.

Setting the Active Camera

Reference

Mode

Object Mode

Menu
Shortcut

Ctrl-Numpad0

../../../_images/editors_3dview_navigate_camera-view_cameras.png

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

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

This sets the electric current active object equally the agile camera & switches to the camera view.

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

Notation

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

Animated Camera Switching

Past default a scene contains one photographic camera. However, a scene can contain more than one camera, but but one of them will be used at a fourth dimension. So you will just need to add a new camera if you are making cuts between them. Run across Animating Cameras.

Frame Camera Bounds

Reference

Style

All Modes

Carte du jour
Shortcut

Dwelling house

Centers the photographic camera view inside the 3D Viewport'south screen area and resizes the view to fit inside the area'due south bounds.

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 alter the viewpoint, you have to move or rotate the photographic camera.

Hint

The agile "camera" might exist any kind of object. So these actions tin can be used, for case, to position and aim a low-cal.

Motion Agile Photographic camera to View

Reference

Mode

Object Way

Shortcut

Ctrl-Alt-Numpad0

This matches the active camera to a regular (non camera) view, for a user-friendly method of placing the camera without having to motility the object directly.

Photographic camera View Positioning

By enabling Lock Camera to View in the View console of the Sidebar region, while in camera view, y'all can navigate the 3D Viewport as usual, while remaining in camera view. Controls are exactly the aforementioned as when unremarkably moving in 3D.

Roll, Pan, Dolly, and Track

To perform these camera moves, the camera must first be selected and so transform operations apply to it. The following deportment likewise assume that yous are in camera view. Having washed so, you tin now dispense the camera using the same tools that are used to transform whatsoever object:

Curlicue

Printing R to enter object rotation mode. The default will exist to rotate the photographic camera in its local Z axis (the axis orthogonal to the camera view), which is the definition of a photographic camera "scroll".

Vertical Pan or Pitch

This is just a rotation forth the local X centrality. Printing R to enter object rotation mode, then X twice (the first press selects the global axis, pressing the same letter a 2nd fourth dimension selects the local axis – this works with whatsoever axis; come across the Centrality Locking folio).

Horizontal Pan or Yaw

This corresponds to a rotation around the photographic camera's local Y axis. Press R, and then Y twice.

Dolly

To dolly the camera, press Thou then MMB (or Z twice).

Sideways Tracking

Press G and motility the mouse (y'all can use X twice or Y to become pure-horizontal or pure-vertical sideways tracking).