Working with the Frustum
 
 
 

The volume of space viewed by the camera eye is called the frustum. The frustum is in effect a viewing pyramid. The camera eye is located at the apex of the pyramid, and the far clipping plane forms the base. The pyramid may be truncated by the near clipping plane.

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(a) Camera eye  (b) Near clipping plane  (c) Far clipping plane  (d) Camera interest point or look-at point  

If you place a surface within the frustum, it is visible in the final animation. If the surface is located outside the scope of the frustum, it is not visible at that frame in the animation.

To see the camera and frustum:

  1. From the View box, select Side.

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  2. In the image window controls, click to zoom out from the scene.
  3. Select Pan in the Edit Mode box and pan around the scene until you see the camera eye icon. Alternatively, use Orbit mode to pan around the scene in circular motion.
  4. Go to the Camera menu and drag the Roll field until you see the four sides of the frustum.
  5. To modify the frustum, do one of the following: