By default, a camera exists in the Action scene (you may need to pan in the schematic to see the camera node). You can add multiple cameras in order to change point
of view or depth of field from one camera to another. Add and animate multiple cameras when creating compositions. You can
also switch from one camera to another at any point.
To add a camera:
- Do one of the following:
- Drag the camera node from the node bin and place it in the schematic.
- Drag the camera node from the node bin to Result view, so you can see its effect on the scene before placing it exactly where
you want.
- Double-click the camera node. The node appears next to the last added object. You do not need to be in Schematic view to add
a node in this manner.
A new camera is added to the scene. An icon representing the camera is added to the schematic.
- To display the Camera menu, double-click the selected camera in the schematic, or follow the tab population rules for the
Object menu. See Populating Menu Tabs of Selected Objects.
The result camera always appears as the first tab on the right side of the Object menu. To allow you to easily access the
camera without losing your place in the scene, this special camera tab (appearing in orange) does not follow the tab population
rules. If a camera node is selected in the schematic, the special Camera tab does not appear, and the normal tab population
rules apply.
The Camera controls are described as follows.
- Camera Eye X, Y, and Z fields
-
Specify the position of the camera eye on the horizontal, vertical, and perpendicular (X, Y, and Z) axes.
- Motion Path button
-
- Camera point of interest X, Y, and Z fields
-
Specify the position of the point of interest on the horizontal, vertical, and perpendicular (X, Y, and Z) axes.
- Camera Rotation X, Y, and Z fields
-
Rotate the camera on the horizontal, vertical, and perpendicular (X, Y, and Z) axes.
- Camera Type box
-
Provides Free and Target Camera options.
Free Camera views the scene in the direction that you aim the camera. Free cameras are easy to use because you do not have
to manipulate the point of interest. You can simply animate the camera rotation or camera tilt as though it were on a tripod.
Use the Distance field in conjunction with Free Camera.
Target Camera ensures the camera is specifically aimed at a target object in the scene because you specify the point of interest.
Use the Roll field in conjunction with Target Camera.
- Roll field
-
Sets the amount of camera roll. This field is available with the Target Camera.
- Field of View field
-
Specifies the camera field of view, measured in degrees.
- Distance field
-
Specifies where the camera's focus is.
- Near and Far fields
-
- Export Camera button
-
Exports camera path information from
Action to 3ds Max format.
Exported data includes Eye X, Y, and Z; Poi X, Y, and Z; Fov; Roll, Target or Free Camera; motion path and explicit keyframe
camera animation. See Importing and Exporting Cameras.
- Import Camera button
-
- Result Camera box
-
Specify which camera is active. The active camera is the one that will be used when processing/rendering your scene. The field
displays the active camera number. A value of 0 indicates that you are viewing the scene through the default camera.
- Reset Camera button
-
Resets the Camera menu to its default settings.
- Parenting Offset box
-
Select Origin or Target. When parenting a camera node, the image offset gets reset to the camera origin, which is not always
the desired viewing option. Setting Parenting Offset to Target restores the image to the default viewplane distance relative
to the camera. The offset value is computed from the default camera field of view and the default image size, and does not
change even if other camera parameters are changed. This value is displayed in the Parenting Offset field.