Scene Properties
Scene
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- Camera
Used to select which camera is used as the active camera. You can also set the active camera in the 3D Viewport with Ctrl-Numpad0.
- Background Scene
Allows you to use a scene as a background, this is typically useful when you want to focus on animating the foreground for example, without background elements getting in the way.
This scene can have its own animation, physics simulations, etc, but you will have to select it from the Scene data-block menu, if you want to edit any of its contents.
Background Scenes can themselves have a Background Scene (they’re recursively included). So you can always make additions to existing scenes by using them as a background to a newly created scene where your additions are made.
Nasvet
This can also be used in combination with Linking to a Scene, where one blend-file contains the environment, which can be reused in many places.
- Active Clip
Selects a Movie Clip that can be used by Motion Tracking Constraints or a camera’s Background Images.
Units
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- Unit System
The unit system to use for user interface controls.
- None
Use units that have with no relation to the real world, practically this is the same as Metric just without unit names.
- Metric
Use the metric unit system in this scene.
- Imperial
Use the imperial unit system in this scene.
- Unit Scale
Scale factor to use when converting between internal units and values displayed in the user interface. This can be changed when modeling at microscopic or astronomical scales.
Opomba
This only influences the values displayed in the user interface and not how things behave internally. For example, physics simulations don’t take the unit scale into account.
- Separate Units
When using Metric or Imperial, display properties as multiple values. For example,
2.285m
will become2m 28.5cm
.
- Rotation
Unit to use for displaying/editing rotation values.
- Degrees
Use degrees for angles in the user interface.
- Radians
Use radians for angles in the user interface.
- Length
Unit that will be used to display length values.
- Adaptive
The unit used for a specific value depends on the magnitude of the value. For example, some values might be displayed as
23cm
while others are displayed as10km
.- Meters/Centimeters/Feet
A fixed unit that will be used for all lengths in the user interface.
- Mass
See Length.
- Time
See Length.
- Temperature
See Length.
Full Name |
Short Name(s) |
Scale of a Meter |
---|---|---|
thou |
|
0.0000254 |
inch |
|
0.0254 |
foot, feet |
|
0.3048 |
yard |
|
0.9144 |
chain |
|
20.1168 |
furlong |
|
201.168 |
mile |
|
1609.344 |
Full Name |
Short Name(s) |
Scale of a Meter |
---|---|---|
micrometer |
|
0.000001 |
millimeter |
|
0.001 |
centimeter |
|
0.01 |
decimeter |
|
0.1 |
meter |
|
1.0 |
dekameter |
|
10.0 |
hectometer |
|
100.0 |
kilometer |
|
1000.0 |
Gravity
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Options to control global gravity used for physics effects.
See the Physics chapter for more information.
Keying Sets
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See Keying Sets.
Audio
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Options to control global audio settings. To control how sounds is played back from within Blender, see the audio settings in the Preferences.
- Volume
Volume for the scene.
- Distance Model
Changes how the sound attenuation is calculated based on the distance. Most physically correct is the Inverse model, but it’s also possible to choose a linear and an exponential falloff. The clamped modes limit the volume to be lower than 100% (1.0), that means if the distance is smaller than the reference distance, the volume is always 100%. For an exact description of each option see the OpenAL documentation.
- Doppler Speed
Speed of the sound for the Doppler effect calculations. The typical value is 343.3 m/s in air, in water for example this value is around 1560 m/s.
- Doppler Factor
Controls how strong the Doppler effect is. You can exaggerate or attenuate the change of pitch, but physically correct is a factor of 1.0.
- Update Animation Cache
Updates the audio animation cache. This is useful if you start noticing artifact in the audio.
Rigid Body World
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The Rigid Body World is a group of rigid body objects, which holds settings that apply to all rigid bodies in this simulation.
See Rigid Body World for more information.