Skip to Content

Cameras

A camera is a real layer with a pinhole lens model. Without one, a 3D composition is rendered from a default view; with one, you control the shot.

Creating a camera

Layer → New → Camera… (Ctrl/⌘ + Alt + Shift + C), or Camera… in the toolbar’s New Layer menu. Either opens a real creation dialog where you choose the lens preset and one- or two-node up front, rather than inserting a hardcoded default you then have to fix. New cameras are numbered.

One-node and two-node

TypeBehaves like
One-nodeA free camera. You aim it by rotating it
Two-nodeA camera with a point of interest. It always looks at that point; move either end

Two-node is what you want for orbiting a subject or for a move that must keep something framed. One-node is better for a fly-through where the aim itself is the animation.

Focal length

Focal length is expressed in composition-space pixels (the Zoom row), with familiar mm presets — 15, 24, 35, 50, 80 and 135 mm — in the Camera settings section of the Properties panel, beside angle of view and film size. Pick the preset that matches the look you want — wide for drama and exaggerated parallax, long for a compressed, product-shot feel — and the underlying pixel value follows.

Focal length is keyframeable, so a zoom is available as a distinct move from a dolly. Animating both in opposite directions gives you a dolly zoom.

Depth of field

The camera drives depth-of-field blur. Layers away from the focus distance blur; layers at it stay sharp.

Because focus distance is a keyframeable property, a rack focus is two keyframes.

The same section holds blur strength, aperture and an optional physical F-Stop, and the iris controls that shape out-of-focus highlights: blade count, roundness, rotation and aspect ratio, plus highlight gain, threshold and saturation.

Camera Options also appear in the timeline, under the camera’s row — Zoom, point of interest, depth of field — so any of them can be given a stopwatch there.

A sealed composition instance resolves its own camera and its own depth of field, not the host’s — see The composition boundary.

Grabbing the camera in the viewport

You can drag the camera itself, the way you would in After Effects: switch to an orthographic view, grab the camera’s position handle, and move it.

The position handle and the Point of Interest crosshair are independently draggable — for cameras and for spot lights. Dragging one never moves the other: a target that follows the body can never be aimed, and a body that follows the target can never be placed.

A camera and a light have no geometry, so neither is ever hit by ordinary layer picking. Their handles are hit-tested separately.

Parenting a camera

A camera or a light can be parented, to a null or to any other layer — the standard camera-on-a-null rig works. Parenting is bounded by the composition: you cannot parent across a composition boundary.

Animating a camera move

The reliable pattern: frame the shot interactively, then keyframe. Use C to cycle the camera tool (unified / orbit / pan / dolly) and drag until the view is right, then set a keyframe on the camera’s position and orientation. Repeat at the end of the move.

Or start from a preset. The Camera folder in the Presets panel holds Push In, Pull Out, Orbit Sweep, Drift Parallax, Dolly Zoom and Handheld; each writes real camera keyframes you can then adjust.

Camera verbs (Layer → Camera)

Five commands for the moves people used to build by hand:

CommandWhat it does
Create Orbit NullAdds a null at the point of interest and parents the camera to it, so one Y-rotation keyframe pair orbits the subject
Distribute Layers in ZSpreads the selected layers in depth for instant parallax, without changing the framing
Set Focus Distance to LayerWrites the selected layer’s distance into the camera’s focus distance once
Link Focus Distance to LayerThe same, as an expression — the focus follows the layer as either moves
Link Focus Distance to Point of InterestFocus rides the point of interest, so a two-node camera is always sharp on what it looks at

View → 3D View → Look at Selected Layers / Look at All Layers aims the current view at the selection or the whole scene without touching the camera’s keyframes; it is a viewport move, not a scene edit.

Checking the shot

KeyView
1Active Camera — what the render sees
2The last custom view you used

Use the 2-up or 4-up multi-view layouts to keep an orthographic view open beside the camera view. Model in one, verify depth in the other. See Navigating 3D.

Last updated on