Use this menu to change the active point-of-view and enable other integrated viewport elements.

Point-Of-View (POV) menu

If the scene contains cameras, they are listed in this submenu. If no cameras exist, the submenu does not open. Choosing a camera name changes the viewport to the camera POV.
If the scene contains spotlights or directional lights, they are listed in this submenu. If no lights exist, the submenu does not open. Choosing a light name changes the viewport to the light POV.
The following menu items let you specify the current point of view in the selected viewport:
P)U)T)B)F)L)Restores the currently saved active view.
Stores the active view to an internal buffer. If you have framed a shot in any view other than a camera, use Save Active View to preserve the viewport's appearance. The saved active view is saved with the scene file.
Displays an Extended Viewports submenu with additional viewport options.
Turns on and off the display of safe frames. Safe frames are defined in the Viewport Configuration dialog. The safe frame proportions conform to the Width and Height of the output size of your rendering image output.
Hotkey: Shift+F
Lets you set a near and far visibility range for the viewport interactively. Geometry within the viewport clipping range is displayed. Faces outside the range are not displayed. This is useful in complex scenes where you want to work on details that are obscured from view.
This option is a toggle: the first time you choose it, Viewport Clipping is turned on. Choosing the option a second time turns Viewport Clipping off, and so on.
When you turn on Viewport Clipping, the viewport displays two yellow slider arrows on the right side. Adjusting the lower arrow sets the near end of the range, and adjusting the upper arrow sets the far end. Tick marks on the range slider indicate the extents of the viewport.
You can also toggle Viewport Clipping on the Viewport Configuration dialog.
If the viewport is showing a Camera or a Light view, this option appears. It lets you select the Camera or Light object that displays the view.
If the viewport is showing a Camera or a Light view, and that Camera or Light has a target, this option appears. It lets you select the Camera Target or Light Target object associated with the Camera or Light that displays the view.
Undoes the last viewport change.
Keyboard shortcut: Shift+Z
Shift+Y.
Displays a submenu that lists existing Track Views, if any. Choose a Track View to display it in the viewport.
The submenu also has a New option that lets you create a new Track View.
To change the viewport from a Track View back to another POV, select Viewport from the menu bar and choose a new option.
Displays a submenu that lists existing Scene Explorers, if any. Choose a Scene Explorer to display it in the viewport.
The submenu also has a New option that lets you create a new Scene Explorer.
To change the viewport from a Scene Explorer back to another POV, right-click the menu bar and choose a new option.
Displays a submenu that lists existing Schematic Views, if any. Choose a Schematic View to display it in the viewport.
The submenu also has a New option that lets you create a new Schematic View.
To change the viewport from a Schematic View to another POV, right-click the menu bar and choose new option.
Displays a submenu that changes the POV based on the active grid. These options are meant mainly for use with Grid objects. If no Grid object is activated, they operate on the Home grid.
Aligns the view to the extents of a selected Shape object and its local XY axes.
If you have not selected a Shape object before you choose Shape, this option can have peculiar results.
Displays the Motion Mixer.
Displays the Biped Animation Workbench.
If you haven’t selected a biped before you choose this option, the viewport displays a warning to that effect. Selecting a biped body part in another viewport updates the Workbench view.
Displays the State Sets dialog.
Displays the Boolean Explorer.
Displays the Crease Explorer.
Displays the Material Explorer.
Displays the Scripting Listener.
To change a viewport to Camera view:
This procedure requires at least one camera object in your scene. As an alternative, to create a camera and set it to a viewport at the same time, activate a Perspective viewport and then press Ctrl+C.
Click or right-click the POV viewport label.
Choose Cameras > camera name.
This assigns the camera to the viewport and changes the POV label to the camera name.
A camera viewport tracks the view through the POV of that camera. As you move the camera (or target) in another viewport, you see the view change accordingly. If you alter the camera's field of view, you see the changes as they are applied.
C as a shortcut to change any active viewport to an existing camera view.To change a viewport to a shape view:
This procedure requires at least one shape object in your scene. (If the shape is not selected, or if you select 3D geometry instead, the resulting view appears distorted.)
To use viewport clipping:
Click or right-click the POV viewport label.
Choose Viewport Clipping.
The viewport displays the viewport clipping controls.
Move the lower slider up until the geometry is clipped in the viewport by the near clipping plane.
Adjust the upper slider to clip the geometry with the far clipping plane.
To display Schematic View in a viewport:
To display Track View in a viewport:
To display the Scripting Listener in a viewport:
Click or right-click the POV viewport label.
Choose Extended Viewports > Scripting Listener.
The Scripting Listener is displayed in the viewport.
To return to a Geometry view, or change to another editor window, right-click the menu bar or toolbar and choose the POV.
To display the Biped Animation Workbench or the Motion Mixer in a viewport:
Click or right-click the POV viewport label.
Choose Extended Viewports > Biped AnimationWorkbench or Motion Mixer.
The window you chose is displayed in the viewport.
To return to a Geometry view, or change to another editor window, right-click the menu bar or toolbar and choose the POV.
To display the Material Explorer in a viewport:
Click or right-click the POV viewport label.
Choose Extended Viewports > Material Explorer.
The Material Explorer is displayed in the viewport.
To return to a Geometry view, or change to another editor window, right-click the menu bar or toolbar and choose the POV.
To turn on safe frame display, do one of the following:
Shift+F.To customize the Point-of-View (POV) Viewport Label menu: