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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

Insert → Camera, or the + Camera button in the viewport header. Either opens a real creation dialog where you choose the lens preset up front, rather than inserting a hardcoded default you then have to fix.

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, with familiar mm presets in the Camera section of the Style inspector tab. 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.

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.

If you are working on the code: a drag knows where the pointer is in world space, and a node stores parent-space values. Writing the world position straight to a parented node applies the parent transform a second time on the next frame, so the device leaps away from the cursor the instant you release. Every write goes through Matrix4Math.toLocalPoint against the parent’s world matrix.

Animating a camera move

The reliable pattern: frame the shot interactively, then keyframe. Use C to cycle 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 — Cinematic Pan 3D, Depth Push In and Orbit Tilt 3D in the Animate menu all write real camera keyframes you can then adjust.

Camera verbs (Layer → Camera)

Four commands, new in 0.7, 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
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 → Viewport → 3D View → Look at Selected / Look at All 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.

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