La Vue Caméra

../../../_images/editors_3dview_navigate_camera-view_example.png

Démonstration de la vue camera.

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.

Voir aussi

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

Indication

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

Affichage de la caméra active

Référence

Mode

Tous modes

Menu

View ‣ Cameras ‣ Active Camera

Raccourci

Pavnum0

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

Paramétrage de la caméra active

Référence

Mode

Mode Objet

Menu

View ‣ Cameras ‣ Set Active Object as Camera

Raccourci

Ctrl-Pavnum0

../../../_images/editors_3dview_navigate_camera-view_cameras.png

Caméra active (à gauche) affichée avec un triangle plein au dessus.

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.

Note

The active camera, as well as the layers, can be specific to a given view, or global (locked) to the whole scene. See Local Camera.

Changement de caméra animée

By default a scene contains one camera. However, a scene can contain more than one camera, but only one of them will be used at a time. So you will only need to add a new camera if you are making cuts between them. See Animating Cameras.

Frame Camera Bounds

Référence

Mode

Tous Modes

Menu

View ‣ Cameras ‣ Frame Camera Bounds

Raccourci

Début

Centre la vue caméra à l’intérieur de la zone de l’écran de la Vue 3D et redimensionne la vue pour qu’elle s’inscrive dans les limites de la zone.

Navigation de la caméra

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.

Indication

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 View

Référence

Mode

Mode Objet

Raccourci

Ctrl-Alt-Numpad0

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 Positioning

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.

Voir aussi

La Navigation Fly/Walk pour la navigation à la première personne qui déplace également la caméra active.

Roll, Pan, Dolly, and Track

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:

Roll (Roulis)

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

This corresponds to a rotation around the camera’s local Y axis. Press R, and then Y twice.

Dolly

Pour mettre la caméra en mode dolly, appuyez sur G puis MMB (ou Z deux fois).

Suivi latéral

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