170 lines
5.2 KiB
ReStructuredText
170 lines
5.2 KiB
ReStructuredText
.. _3dview-camera-navigate:
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***********
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Camera View
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***********
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.. figure:: /images/editors_3dview_navigate_camera-view_example.png
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Demonstration of camera view.
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The Camera view shows the current scene from the active camera's viewpoint.
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The Camera view can be used to virtually compose shots and preview how the scene will look when rendered.
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The rendered image will contain everything within the dashed frame.
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.. seealso::
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:doc:`Camera Settings </render/cameras>` for details on how camera settings are used for display and rendering.
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.. hint::
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While in camera view, you can select the camera by clicking the dashed frame
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(assuming the camera object isn't hidden).
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.. _bpy.ops.view3d.view_camera:
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Viewing the Active Camera
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=========================
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.. reference::
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:Mode: All Modes
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:Menu: :menuselection:`View --> Cameras --> Active Camera`, :menuselection:`View --> Viewpoint --> Camera`
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:Shortcut: :kbd:`Numpad0`
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This switches the view to the active camera.
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.. _bpy.ops.view3d.object_as_camera:
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Setting the Active Camera
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=========================
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.. reference::
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:Mode: Object Mode
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:Menu: :menuselection:`View --> Cameras --> Set Active Object as Camera`
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:Shortcut: :kbd:`Ctrl-Numpad0`
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.. figure:: /images/editors_3dview_navigate_camera-view_cameras.png
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Active camera (left) displayed with a solid triangle above it.
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This sets the current active object as the active camera and switches to the camera view.
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The active camera is the one that will be used for rendering,
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and which you'll look through when choosing camera view.
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Another way of setting the active camera is through the *Scene* tab of the
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:doc:`Properties </editors/properties_editor>`.
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.. note::
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The active camera is normally defined on the scene level, so that it's the same
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across all 3D Viewports. However, it's also possible to make a camera
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the active one within one Viewport only.
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See :ref:`Local Camera <bpy.types.SpaceView3D.use_local_camera>`.
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Animated Camera Switching
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-------------------------
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While a scene contains only one camera by default, it's possible to have multiple.
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You can then bind the cameras to specific time points in your animation
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to create jump cuts showing different viewpoints.
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See :ref:`Animating Cameras <bpy.ops.marker.camera_bind>`.
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.. _bpy.ops.view3d.view_center_camera:
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Frame Camera Bounds
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===================
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.. reference::
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:Mode: All Modes
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:Menu: :menuselection:`View --> Cameras --> Frame Camera Bounds`
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:Shortcut: :kbd:`Home`
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Centers the camera view inside the 3D Viewport's screen area
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and resizes the view to fit within the area's bounds.
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.. _bpy.ops.view3d.zoom_camera_1_to_1:
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Zoom Camera 1:1
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===============
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.. reference::
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:Mode: All Modes
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:Menu: :menuselection:`View --> Navigation --> Zoom Camera 1:1`
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Zooms the view so that the camera frame has the exact same size
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as the output resolution. This allows you to preview exactly how large
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objects will be in the rendered image/animation.
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Camera Positioning
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==================
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There are several different ways to position the camera in your scene.
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Some of them are explained below.
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.. hint::
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The active "camera" might be any kind of object,
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meaning these actions can also be used to position and aim a light for example.
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.. _bpy.ops.view3d.camera_to_view:
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Align Active Camera to View
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---------------------------
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.. reference::
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:Mode: Object Mode
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:Menu: :menuselection:`View --> Align View --> Align Active Camera to View`
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:Shortcut: :kbd:`Ctrl-Alt-Numpad0`
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Moves and rotates the camera so it perfectly matches your current viewport view.
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Camera Navigation
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-----------------
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By enabling :ref:`Lock Camera to View <bpy.types.SpaceView3D.lock_camera>` in
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:menuselection:`Sidebar --> View` and switching to camera view,
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the camera will become "glued" to the view and follow it around as you navigate.
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.. seealso::
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:ref:`Fly/Walk Navigation <3dview-fly-walk>` for first person navigation that moves the active camera too.
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Roll, Pan, Dolly, and Track
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---------------------------
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To perform these camera moves, the camera must first be selected so transform operations apply to it.
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The following actions also assume that you are in camera view.
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Having done so, you can now manipulate the camera using the same tools that are used to transform any object:
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Roll
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Press :kbd:`R` to enter object rotation mode. The default will be to rotate the camera along its local Z axis
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(the axis orthogonal to the camera view), which is the definition of a camera "roll".
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Vertical Pan or Pitch
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This is just a rotation along the local X axis. Press :kbd:`R` to enter object rotation mode,
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then :kbd:`X` twice. (The first press selects the *global* axis, the second the *local* axis.
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This works with any axis; see :doc:`Axis Locking </scene_layout/object/editing/transform/control/axis_locking>`).
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Horizontal Pan or Yaw
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This corresponds to a rotation around the camera's local Y axis.
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Press :kbd:`R`, then :kbd:`Y` twice.
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Dolly
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To dolly the camera, press :kbd:`G` then :kbd:`MMB` (or :kbd:`Z` twice).
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Sideways Tracking
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Press :kbd:`G` and move the mouse (you can use :kbd:`X` or :kbd:`Y` twice
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to get purely horizontal or vertical tracking).
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