(a) Stereo Camera View Type box (b) 3D Camera Type box (c) Camera Type box (d) Rotation Order box
Select: | For: |
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Free | Static scenes and for simple animations (up, down, side-to-side, in and out), such as panning out of a scene. A Free camera views the scene in the direction that you aim the camera. You can simply animate the camera rotation or camera tilt as though it were on a tripod. Use the Rotation fields in conjunction with a Free camera. |
Aim | Slightly more complex animations (along a path, for example), such as a camera that follows the erratic path of a bird. The Aim camera ensures the camera is specifically aimed at a target object in the scene. Use the Roll and Aim fields in conjunction with the Aim camera. |
Aim and Up | Complex animations, such as a camera that travels along a looping roller coaster. Use the Aim and Up camera to specify which end of the camera must face upward. Use the Roll, Aim, and Up fields in conjunction with the Aim and Up camera. |
See Moving the Near and Far Clipping Planes.
When Camera Type is set to Aim or Aim and Up, the available options are enabled in the Aim/Up tab.
Select: | For: |
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Free | Static scenes and for simple animations (up, down, side-to-side, in and out), such as panning out of a scene. A Free camera views the scene in the direction that you aim the camera. You can simply animate the camera rotation or camera tilt as though it were on a tripod. Use the Rotation fields in conjunction with a Free camera. |
Aim | Slightly more complex animations (along a path, for example), such as a camera that follows the erratic path of a bird. The Aim camera ensures the camera is specifically aimed at a target object in the scene. Use the Roll and Aim fields in conjunction with the Aim camera. |
Aim and Up | Complex animations, such as a camera that travels along a looping roller coaster. Use the Aim and Up camera to specify which end of the camera must face upward. Use the Roll, Aim, and Up fields in conjunction with the Aim and Up camera. |
Select: | To: |
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Converged | Compute the zero parallax plane by toeing-in the cameras. You can compare this effect to our focusing on an object by rotating our pupils inwards. However, a dangerous side effect may occur where you get a keystone effect on the pairs of render images, causing visual confusion in other elements in the scene. In a rendered image, our focus tends to cascade over the entire image and we are not focusing on a single object, which is not true in real life. You should only use Converged when an object is at the center of the screen with no scene elements at the render borders on either the left or right camera frustum. |
Off-axis | Compute the convergence plane by shifting the frustum using camera film back. This is the safer way to compute stereo image pairs and avoids keystone artifacts. Off-axis is the default setting. |
Parallel | Create a parallel camera setup where there is effectively no convergence plane. This is useful for landscape settings where objects exist at infinite focus. |
(a) Film Gate box (b) Film Roll Rotation Order box
Enable: | To: |
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Rotate-Translate | First rotate the film back, then translate it by the pivot point value. |
Translate-Rotate | First translate the film back, then rotate it by the film roll value. |
Select: | To: |
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Fill | Fit the resolution gate within the film gate. |
Horizontal | Fit the resolution gate horizontally within the film gate. |
Vertical | Fit the resolution gate vertically within the film gate. |
Overscan | Fit the film gate within the resolution gate. |
Enter: | To: |
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1 | Have the view guide fill the view. The edges of the view guide may be exactly aligned with the edges of the view, in which case the view guide is not visible. |
> 1 | Increase the space outside the view guide. The higher the value, the more space is outside the view guide. |