Camera View

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Sit-in of camera view.

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

The Camera view tin be used to almost compose shots and preview how the scene will look when rendered. The rendered image volition incorporate everything within the dashed line.

See likewise

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

Hint

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

Viewing the Agile Photographic camera

Reference

Style

All modes

Menu
Shortcut

Numpad0

This switches the view to the active camera. The triangle higher up the photographic camera will get shaded when agile.

Setting the Active Photographic camera

Reference

Mode

Object Mode

Menu
Shortcut

Ctrl-Numpad0

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Agile camera (left) displayed with a solid triangle above information technology.

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

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

The active camera can too exist set in the Scene tab of the Backdrop.

Note

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

Animated Camera Switching

By default a scene contains one camera. Even so, a scene tin incorporate more than i camera, but only one of them volition be used at a fourth dimension. So yous will only need to add a new camera if you are making cuts between them. Come across Animating Cameras.

Frame Camera Premises

Reference

Way

All Modes

Menu
Shortcut

Home

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

Photographic camera Navigation

There 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, but to modify the viewpoint, you have to motion or rotate the camera.

Hint

The active "camera" might be whatsoever kind of object. And so these actions can exist used, for example, to position and aim a lite.

Move Active Camera to View

Reference

Mode

Object Mode

Shortcut

Ctrl-Alt-Numpad0

This matches the active photographic camera to a regular (not camera) view, for a convenient method of placing the camera without having to move the object directly.

Camera View Positioning

By enabling Lock Camera to View in the View panel 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 equally when normally moving in 3D.

Curl, Pan, Dolly, and Track

To perform these camera moves, the photographic camera must beginning be selected and so transform operations apply to it. The following actions also presume that you are in camera view. Having done then, you can now manipulate the photographic camera using the same tools that are used to transform any object:

Roll

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

Vertical Pan or Pitch

This is just a rotation along the local X axis. Press R to enter object rotation fashion, so Ten twice (the first printing selects the global axis, pressing the same alphabetic character a 2nd fourth dimension selects the local axis – this works with any centrality; encounter the Axis Locking folio).

Horizontal Pan or Yaw

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

Dolly

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

Sideways Tracking

Press G and move the mouse (you can use Ten twice or Y to get pure-horizontal or pure-vertical sideways tracking).