Blender how to move camera to current view

Blender how to move camera to current view

Camera ViewпѓЃ

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Demonstration of camera view. пѓЃ

The Camera view shows the current scene as seen from the currently active camera’s view point.

The Camera view can be used to virtually compose shots and preview how the scene will look when rendered. The rendered image will contain everything within the dashed line.

Camera Settings for details how camera settings are used for display & rendering.

The active camera can be selected while in camera view using the camera frame (assuming the object isn’t hidden).

Viewing the Active CameraпѓЃ

View ‣ Cameras ‣ Active Camera

This switches the view to the active camera. The triangle above the camera will become shaded when active.

Setting the Active CameraпѓЃ

View ‣ Cameras ‣ Set Active Object as Camera

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Active camera (left) displayed with a solid triangle above it. пѓЃ

This is the camera currently used for rendering and when viewing from the camera.

This sets the current active object as the active camera & switches to the camera view.

The active camera can also be set in the Scene tab of the Properties.

Animated Camera SwitchingпѓЃ

Frame Camera BoundsпѓЃ

View ‣ Cameras ‣ Frame Camera Bounds

Centers the camera view inside the 3D Viewport’s screen area and resizes the view to fit within the area’s bounds.

Camera NavigationпѓЃ

There are several different ways to navigate and position the camera in your scene, some of them are explained below.

Zooming in and out is possible in this view, but to change the viewpoint, you have to move or rotate the camera.

The active “camera” might be any kind of object. So these actions can be used, for example, to position and aim a light.

Move Active Camera to ViewпѓЃ

This matches the active camera to a regular (non camera) view, for a convenient method of placing the camera without having to move the object directly.

Camera View PositioningпѓЃ

By enabling Lock Camera to View in the View panel of the Sidebar region, while in camera view, you can navigate the 3D Viewport as usual, while remaining in camera view. Controls are exactly the same as when normally moving in 3D.

Fly/Walk Navigation for first person navigation that moves the active camera too.

Roll, Pan, Dolly, and TrackпѓЃ

To perform these camera moves, the camera must first be selected so transform operations apply to it. The following actions also assume that you are in camera view. Having done so, you can now manipulate the camera using the same tools that are used to transform any object:

Press R to enter object rotation mode. The default will be to rotate the camera in its local Z axis (the axis orthogonal to the camera view), which is the definition of a camera “roll”.

Vertical Pan or Pitch

This is just a rotation along the local X axis. Press R to enter object rotation mode, then X twice (the first press selects the global axis, pressing the same letter a second time selects the local axis – this works with any axis; see the Axis Locking page ).

Horizontal Pan or Yaw

To dolly the camera, press G then MMB (or Z twice).

Press G and move the mouse (you can use X twice or Y to get pure-horizontal or pure-vertical sideways tracking).

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It hit me that to get started, how to move the camera in Blender is the most essential thing you will have to learn. In Blender there are two different entities we could refer to when talking about the camera. The viewport navigation and the camera objects within our scene. Both are important. The viewport navigation though, is the first of the two to master.

Navigate the viewport by holding the middle mouse button (scroll wheel) and moving the mouse. Holding ctrl will zoom and shift will pan. For camera object movement, press “N”, find the view section and check “lock camera to view”. Then press “number pad 0” to go into camera view, move as with viewport navigation.

Viewport is what we see through into the 3D world. A camera object shows how and what we render in our final image. The camera is a much more advanced concept compared to viewport navigation.

How do we control viewport navigation?

To move around in the 3D world, we use rotate, pan, and zoom. Hold the middle mouse button while the mouse is in the 3D viewport and move the mouse to rotate around. Hold ctrl for zooming and shift for panning.

When zooming and rotating, we do so in relation to an invisible point in space. We zoom in and out in relation to this point and rotate around that same point.

Panning allows us to move the position we are viewing from, but it also moves the invisible point with the camera as we pan.

There are other ways to move the invisible point. For instance, we can hold both shift+ctrl together with the middle mouse button pressed and move the mouse. This will move us through the viewport like zooming. But in this way the distance between the view and the invisible point will stay constant. We are not zooming towards a point, instead, pushing the point forward as we move the view back and forth.

Sometimes we want to move the invisible point into a specific location where we want to work. This is easiest done by selecting an object and press the period on the number pad. This will zoom the view to the selection and move the point we zoom and rotate in relation to.

A similar operation is shift+c. This shortcut will zoom the view so that the entire scene is in focus and the median point of the scene will be the invisible point. This is helpful when your scene is concentrated in one location and not scattered around. If it is, or you have stray objects far away in your scene, you will get much further zoomed out.

Sometimes we want to have a perfect view from an angle. For instance, a front view, top view, or side view. You can do this with the number pad. The number 1,3 and 7 will move us to these specific angles. When using these hot keys, Blender will also put us in an orthographic view. Orthographic is a perfect head on view without the perspective. Similar to how you would view a blueprint.

As we rotate our view out of one of these views, Blender will turn perspective back on automatically. We can toggle orthographic and perspective view with number pad 5 as well.

With Blender 2.80, we can also hold ALT and drag our mouse up, down, left, or right. This will bring us into the closest perfect viewing angle and switch to an orthographic view. Continue to hold ALT and drag the mouse to switch between views with 90-degree increments.

In the top right corner of the 3D viewport, there is also a gizmo and a handful of icons. We can use these for navigation. If you ever forget a shortcut key, or perhaps you are using a touchscreen, click or click and drag to use the widgets.

The last two options for viewport navigation are fly and walk mode. These are not usually useful for your general moving around action, but they can come in handy when positioning a camera object later.

The walk and fly navigation modes have no shortcuts pre-assigned. Instead, we will have to use the search menu. You may have it set as your space bar, but if you don’t, you can reach it with “F3”. Type in “walk” or “fly” for the corresponding navigation types. I will not cover fly navigation since the only benefit I can see is that you could animate some camera motion with it. If you disagree or know some secret I don’t, please let me know in the comments below!

Ok, over to walk navigation. When selecting walk navigation from the search bar, you will get into a kind of walk mode. You use the classical fps game style navigation of WSAD to move around, change direction by moving the mouse. We also use Q and E to move straight up and straight down. We can hold SHIFT to increase the speed.

Next up, a handful of settings for movement.

Settings related to navigation

We can find the settings in the edit menu. Go to user preferences and find the navigation section.

There are quite a few settings related to navigation. However, there is only a couple I think is useful. “Orbit around selection” is the first one, and the name speaks for itself.

Instead of using an invisible point, our selection will be that point.

To change this behavior, tick the “Orbit around selection” checkbox. Blender will save automatically.

Now try to select something in the scene and you should be orbiting around it when you rotate the view.

The second setting is in the same place. Just a little lower in the zoom subsection, you will find “zoom to mouse position”. This will zoom to wherever your mouse is instead of just towards the middle.

I normally don’t use either of these settings, but I know that many people find them useful, try it out and make your own decision.

How do we solve navigation issues?

We may work at our project and suddenly we cannot move the camera as we expect, or we just can’t see what we are doing. There are some common scenarios you might stumble upon in the beginning. We will try to pick out a few and produce solutions.

The first one is clipping. The viewport camera will display nothing to close or far away from the camera. We can change these distances. If you come across this problem, hit “N” to bring up the n-panel.

Go to the “view” tab. Go to the “view” section and find the clipping settings.

There are two values. Clipping start and end. Adjust these until you see as much as you need to see. For me, the clipping value is too high by default, so I normally change this to one centimeter or even one millimeter.

However, a too low start value can create artefacts on large scale objects. Keep this in mind if you see geometry that looks like it is self-overlapping and glitching.

An even more frequent problem for beginners is that you navigate away from your scene and get lost in space literally. When this happens, use Shift+c as we talked about earlier. It will zoom you back to where your objects are.

The third and last problem we will cover is that you may come to a point where you can no longer zoom. This is because you are too close to the invisible point you zoom towards. Here, Shift+C will save you again. You can also select an object and hit number pad period to zoom in on that specific object. This also works in edit mode if you want to zoom in on a specific edge, face or vertex, or collection of elements.

How do we control the camera object?

To align the viewport with the camera, hit number pad 0. Now we can go back into the n-panel and find the view section again. This time look for the subsection “view lock” and find a checkbox called “lock camera to view”. This will allow us to navigate the viewport like we did before, and the camera will follow. This is the easiest way to align and adjust the camera for a still image.

When the camera is in position, don’t forget to uncheck “lock camera to view” before you continue to navigate and ruin the camera position you just made.

These camera movements live outside history, meaning we can’t use ctrl+z to undo them. Keep this in mind so you don’t accidently ruin the perfect camera position.

We can also do the opposite, namely pick a view, and then move the camera. When we have positioned our viewport, we can use Ctrl+Alt+Numpad 0 to move the camera to the current view. Then we can fine tune the position from there.

If you have your camera selected, you can press G to move it while viewing from the camera at the same time.

Press G to pan the camera and R for rotation. To constrain the movement to a single axis, follow up with X, Y or Z. To move the camera forward and backwards for instance, press “G” and then “Z” and move the mouse.

Wrap Up and where to next

If you want to know more about Blenders camera object and what it can do, you can read this article.

It describes more settings related to real world cameras and how to set up some different scenarios like turntable animation, isometric cameras and 360-degree camera for VR.

Camera ViewВ¶

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Demonstration of camera view.

Camera view provides a preview for the final rendered image. В¶

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Blender how to move camera to current view. Смотреть фото Blender how to move camera to current view. Смотреть картинку Blender how to move camera to current view. Картинка про Blender how to move camera to current view. Фото Blender how to move camera to current view

Camera NavigationВ¶

There are several different ways to navigate and position the camera in your scene, some of them are explained below.

Zooming in and out is possible in this view, but to change the viewpoint, you have to move or rotate the camera.

Remember that the active “camera” might be any kind of object. So these actions can be used, for example, to position and aim a lamp.

Move Active Camera to ViewВ¶

This feature allows you to position and orient the active camera to match your current viewport.

Select a camera and then move around in the 3D View to a desired position and direction for your camera (so that you are seeing what you want the camera to see). Now press Ctrl-Alt-Numpad0 and your selected camera positions itself to match the view, and switches to camera view.

Camera View PositioningВ¶

By enabling Lock Camera to View in the View panel of the Properties region, while in camera view, you can navigate the 3D View as usual, while remaining in camera view. Controls are exactly the same as when normally moving in 3D.

Roll, Pan, Dolly, and TrackВ¶

Fly/Walk Mode When you are in walk/fly mode, navigation actually moves your camera: Lock Camera to View When enabled, performing typical view manipulation operations will move the camera object.

What’s the quickest, easiest way to point the camera somewhere in blender?

Often I want to just point the camera to an object or a specific area in my scene to get an idea of how it’ll look in the render. What’s the most painless hassle-free way to do this in blender?

A quick search on the blender wiki does not lend itself to easy look-up due to all the noise in the search result.

This question could probably be broken down into these two main questions:

10 Answers 10

The absolute quickest way to do this is to find a good position in the 3d viewport by navigating as normal with the mouse. Next, select the camera and use Ctrl + Alt + Numpad 0 or from the 3d view header, View > Align View > Align Active Camera to View to position/point the camera in the direction you are facing in the viewport. Blender how to move camera to current view. Смотреть фото Blender how to move camera to current view. Смотреть картинку Blender how to move camera to current view. Картинка про Blender how to move camera to current view. Фото Blender how to move camera to current view Alternatively, to point the camera towards an object, you can select the camera, add a Track To constraint to it (constraints can be added in the Constraints tab), choose the object in the Target field, -Z in the To field, and Y in the Up field.

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The camera will now always point at the object no matter where it (the camera or object) is moved to. This way isn’t very efficient however and it is much better to point the camera towards an empty and then position the empty wherever the point of interest lies.

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Situation 1: You’re not looking through the camera yet

Situation 2: You’re already looking through the camera via Numpad 0

Tips & Notes (some go beyond this question):

In earlier versions of Blender, Fly Mode would to make the camera slowly flatten with the horizon line. It doesn’t anymore, but you can reset the camera’s rotation Alt + R to make the horizon flat and then use fly mode to reorient the camera while maintaining that flat horizon.

If you decide to use another object as a target for the camera to look at, you can use the Object Constraints. To do this:

It looks like the best methods have been mentioned already but adding 2 more (for completeness).

Lock the camera to the view: In the View panel this can be enabled, in some cases its nicer than Align Active Camera to View because you can tweak the camera using regular view manipulation and while seeing the camera frame, guides etc.

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If you want to move it quickly I would recommend this method.

Constraint Track

Now move either object as desired (The camera will always look at that object meaning you can move it around as you please)

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Both of these things can be done via the «View» menu. In order to view the current 3d cursor location you would:

In order to point the Camera at the currently selected object(s):

Also, if you want to quickly set the Camera to view all objects in the current scene you can do the following:

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Step by Step Solution

Select a camera in the Scene object list.

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Press Shift + F to rotate the camera angle by your mouse.

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If you don’t click the mouse to fix the rotation, you can also use the following keys to locate a position.

Finally, left click the view to fix the position and rotation of the camera.

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The OP says: «How do I point a selected camera».

The keyboard shortcut given in the accepted answer will move the ‘active‘ camera, which is not necessarily the selected camera. A ‘selected’ camera and an ‘active’ camera can be two different cameras, if there is more than one camera in a scene.

A full explanation of how to make the selected camera into the active camera is here, for anyone on the same mission I was on: How can I make a camera the active one?

I’d set my view up first and had a tough time with all these keyboard shortcuts so for anyone new like me grappling with more than one camera in their scene.

UPDATED from comment below (Thanks Mr Zak):

It’s actually a really neat set of shortcuts. Blender rocks!

NavigationпѓЃ

OrbitпѓЃ

View ‣ Navigation ‣ Orbit

Rotate the view around the point of interest. Click and drag MMB on the viewport’s area. If you start in the middle of the area and move up and down or left and right, the view is rotated around the middle of the area.

Holding Alt while dragging locks to axes.

To change the viewing angle in discrete steps, use Numpad8 and Numpad2 or use Numpad4 and Numpad6 to rotate the scene around the global Z axis from your current point of view. Finally Numpad9 switches to the opposite side of the view.

RollпѓЃ

View ‣ Navigation ‣ Roll

Rotate the viewport camera around its local Z axis in 15В° discrete steps by default, see rotation angle preference to configure.

PanпѓЃ

View ‣ Navigation ‣ Pan

Zoom In/OutпѓЃ

View ‣ Navigation ‣ Zoom In/Out

If You Get Lost

If you get lost in 3D space (which is not uncommon) Frame All and Frame Selected can be used to show the contents of your scene.

Zoom RegionпѓЃ

View ‣ Navigation ‣ Zoom Region…

The Zoom Region tool allows you to specify a rectangular region and zoom in so that the region fills the 3D Viewport.

Dolly ViewпѓЃ

View ‣ Navigation ‣ Dolly View…

In most cases its sufficient to zoom the view to get a closer look at something, however, you may notice that at a certain point you cannot zoom any closer.

This is because Blender stores a view-point that is used for orbiting and zooming. It works well in many cases, but sometimes you want to move the view-point to a different place. This is what Dolly supports, allowing you to transport the view from one place to another.

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