Camera View

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

Demonstration of camera view.

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

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

See also

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

Hint

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

Viewing the Active Camera

Reference

Mode

All modes

Carte
Shortcut

Numpad0

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

Setting the Active Photographic camera

Reference

Fashion

Object Mode

Menu
Shortcut

Ctrl-Numpad0

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

Active camera (left) displayed with a solid triangle to a higher place information technology.

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

This sets the current active object every bit the agile camera & switches to the camera view.

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

Note

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

Animated Camera Switching

By default a scene contains i camera. Withal, a scene tin contain more than ane camera, just 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 between them. See Animating Cameras.

Frame Camera Premises

Reference

Mode

All Modes

Card
Shortcut

Home

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

Photographic camera Navigation

In that location are several dissimilar 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, simply to modify the viewpoint, yous have to motion or rotate the photographic camera.

Hint

The agile "camera" might be any kind of object. Then these actions can be used, for instance, to position and aim a light.

Move Active Photographic camera to View

Reference

Style

Object Mode

Shortcut

Ctrl-Alt-Numpad0

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

Camera View Positioning

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

Roll, Pan, Dolly, and Rail

To perform these camera moves, the photographic camera must first exist selected so transform operations apply to it. The following deportment also assume that you lot are in camera view. Having done and then, you can at present manipulate the camera using the same tools that are used to transform whatever object:

Roll

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

Vertical Pan or Pitch

This is simply a rotation along the local X axis. Press R to enter object rotation fashion, then X twice (the first press selects the global axis, pressing the same alphabetic character a second fourth dimension selects the local centrality – this works with whatsoever axis; see the Axis Locking page).

Horizontal Pan or Yaw

This corresponds to a rotation effectually the camera'due south local Y axis. Press R, and and so Y twice.

Dolly

To dolly the camera, printing G and so MMB (or Z twice).

Sideways Tracking

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