Cameras

In 3D mode, anything you see in the Canvas represents the viewpoint of a camera, either a default reference camera or a scene camera that you create. You can create cameras to look at your scene from different points of view. You can place, animate, and apply behaviors to cameras in your scene. Creating multiple cameras lets you make different cameras active at different times, allowing you to “cut to” different views over the course of the project.

Creating a Scene Camera

The scene cameras that you create are used for rendering output. Scene cameras appear in the Canvas as wireframe camera icons and as objects in the Layers list and Timeline.

To add a scene camera to a Motion project
  • Choose Object > New Camera (or press Command-Option-C).

    A camera object is added to the Layers list, the Timeline, and the Canvas (represented by a wireframe icon). The 3D Transform tool in the toolbar becomes active, the Camera HUD appears (if it isn’t visible, press F7), and the Camera controls in the Inspector become available.

Active Camera

If a scene contains more than one camera, the topmost camera in the Layers list and in the Timeline at the current frame is the active camera. Although the active camera is the default camera used for export, you can select any scene camera to export.

Figure. Timeline showing three cameras overlapping on different tracks.

Note: The active camera is not the same as the active view. The active view is the last viewport you clicked in when working with multiple viewports.

Camera Controls

You can modify a scene camera’s properties via the Camera HUD or the Camera and Properties panes in the Inspector.

Parameters in the Inspector
  • Angle of View: A slider that sets the angle of view of the camera, which is the number of degrees in which the camera sees. Values range from 0 to 180 degrees.

    Note: When you animate the Angle of View parameter on a Framing camera, the result is an opposing dolly effect. An opposing dolly zooms in the opposite direction that the camera moves. When you animate the Angle of View parameter on a Viewpoint camera, the result is a regular camera zoom.

    Figure. Canvas window showing a Framing camera changing the Angle of View.
  • Near Plane: A slider that sets the distance where the camera begins to see objects. Objects closer to the camera than this distance are not rendered from this camera’s point of view.
  • Far Plane: A slider that sets the distance where the camera ceases to see objects. Objects further from the camera than this distance are not rendered from this camera’s point of view.
  • Near Fade: A slider that sets the softness factor for the near plane. The softness factor sets a boundary range over which near objects fade in.
  • Far Fade: A slider that sets the softness factor for the far plane. The softness factor sets a boundary range over which far objects fade out.

    Note: Camera depth of field parameters are also contained in this window. For a complete description of these controls see Depth of Field.

HUD Controls

The Camera HUD contains the Camera Type, Angle of View, Focal Length, and DOF Blur Amount parameters, which are also available in the Inspector. The Camera HUD also contains 3D transform controls. For more information, see 3D Transform HUD Controls.

Scaling, Positioning, and Animating Cameras

Various controls allow you to scale, position, walk, and animate cameras. After you position cameras in a project, you can select a single camera view using the Isolate command. For more information on using the Isolate command, see Isolate.

Scaling a Camera

You can use the Scale parameter in the Properties pane of the Inspector to scale what a camera sees. Changing the Scale value does not affect a camera’s Angle of View parameter. Changing the Scale value only affects Framing cameras.

About Camera Scaling

To better understand camera scaling, imagine if you shrank down to only a few inches tall. Although the world around you hasn’t changed size, it would appear to you to be much larger. Similarly, if you grew to 50 feet tall, the world would seem smaller, even though it hasn’t changed. Scaling a camera up or down has the same effect.

Positioning Cameras

Cameras share the same transform properties as any other object in Motion and can be positioned in all the same ways: by using the onscreen controls and by editing parameters in the HUD or Inspector. For more information on the onscreen controls, see 3D View Tools. Additionally, cameras can be positioned using the Walk 3D View tool. For more information, see Walk 3D View.

Note: As a convenience, you can move an orthogonal camera view to display the scene from a position and orientation other than its default.

Walk 3D View

The Walk 3D View tool, located in the toolbar, allows you to position the camera in 3D space as you would in a video game, using a keyboard-and-mouse navigation method.

If you’re using a scene camera, you can also record the movement you create using the Walk 3D View tool, by creating keyframes. For more information on keyframing, see Keyframing Methods.

Note: The Walk 3D View tool is available only when Active Camera, Camera, or Perspective is selected from the Camera menu. For more information on the Camera menu, see Camera Menu.

Figure. Toolbar showing the Walk Camera tool.
To use the Walk 3D View tool
  1. Select the Walk 3D View tool in the toolbar.

    Note: If the tool is not visible, press and hold the Pan or Zoom tool to open the pop-up menu.

    The pointer changes to indicate that the Walk 3D View tool is active.

  2. Use the Up Arrow, Down Arrow, Right Arrow, and Left Arrow keys to move the camera in 3D space; hold down the Option key while using the arrow keys to move the camera more slowly.

    You can also drag in the Canvas to orient the camera.

Animating Cameras

Cameras can be animated in the Canvas by the same means used to animate any other object in a project. Cameras can also be animated through the use of behaviors, including special Camera behaviors. For more information on Camera behaviors, see Camera Behaviors.

For more information on animating with keyframes, see Keyframes and Curves.

Isolate

The Isolate command (and Isolate button) temporarily aligns the current view with the selected object and hides all other objects in the scene, facilitating access to distant or obscured objects.

The Isolate command is not intended for creating a camera view to be rendered or exported, but rather to temporarily restrict your view to a single object so you can modify or manipulate that object more effectively.

Figure. Layers tab showing the Isolate button.
To isolate an object
  1. Select the object to isolate in the Canvas, Layers list, or Timeline.

  2. Do one of the following:

    • Choose Object > Isolate (or press Control-I).

    • In the Layers list or Timeline, click the Isolate button.

      The current view changes to align itself with the selected object, and all other objects in the scene are hidden.

      Figure. Canvas window showing an isolated object.

      When an object is isolated, a temporary camera is created and listed in the Camera menu. The camera shares its name with that of the isolated object.

To exit the isolated view
Do one of the following:
  • Choose Object > Isolate (or press Control-I).

  • In the Layers list or Timeline, click the Isolate button.

  • Choose a different camera from the Camera menu.

Using Multiple Views with the Isolate Command

You can isolate as many objects as you have views. It is a common workflow to edit an object in an isolated view while looking at the results through a scene camera in another view. After an object is isolated in a view, you can activate another viewport and isolate a different object.

Drag and Drop onto the Canvas

Dragging and dropping an object onto the Canvas adds the object to the scene at the focal plane of the current camera. Dragging an object into the Layers list or clicking the Apply button in the preview area of the File Browser positions the object at 0, 0, 0.

Using Cameras to Set Up Useful Working Views

When building a 3D project, it can be useful to position cameras to examine your project’s layout from different viewpoints. Rather than repeatedly moving the Perspective camera, you can add scene cameras to use as spatial bookmarks. You won’t want to use these cameras during export, so be sure to disable them before rendering.

Depth of Field

In the real world, cameras have a limited range of focus. Objects within that range appear sharp, and the further outside that range an object is, the blurrier it appears. This effect is used by camera operators to help limit which part of a scene the viewer pays attention to. Motion allows you to simulate that phenomenon, thereby increasing the sense of depth in a 3D scene.

Figure. Canvas showing examples of Depth of Field effect in use.

Every camera in Motion has a focus offset that determines the precise location of perfect focus. Stretching away from that point in either direction are near and far focus points, which determine the range of the depth of field.

Figure. Canvas showing a camera with Depth of Field range visible.

Note: Some complex objects are not affected by depth-of-field settings. These objects include local 3D text, paint, particles, and replicators. The objects in these groups are likely spread out along the Z axis, but the camera cannot measure their relative depth and thus cannot accurately render depth of field.

Depth of Field Controls

Depth of Field settings are found in the Camera pane of the Inspector. The Depth of Field controls allow you to set a range of focus by changing the Near Focus and Far Focus parameters. Objects outside that range are blurred. You can also modify the type and amount of blur used to render the out-of-focus effect.

  • DOF Blur Amount: A slider to control the maximum amount of blur applied to out-of-focus objects.
  • Focus Offset: A slider to set the distance from the camera where objects are in perfect focus.
  • Near Focus: A slider to set the nearest point of focus, measured in pixels as an offset from the focal distance.
  • Far Focus: A slider to set the farthest point of focus, measured in pixels as an offset from the focal distance.
  • Infinite Focus: A checkbox that sets the far focus to infinity, overriding the setting chosen in the Far Focus slider.
  • Sides: When the Filter Shape pop-up menu is set to Polygon, this slider sets the number of sides in the polygon.

Rendering Depth of Field Effects

When depth of field is employed, playback performance may be significantly impacted. To alleviate this, you can disable the effects of depth of field settings while working on other aspects of your project.

To enable/disable depth of field effects
  • From the Render pop-up menu in the status bar, select Depth of Field (or press Option-Control-D).

    When a check mark is visible next to the menu item, the effects are rendered. When no check mark is visible, all objects remain in focus.

To turn off depth of field in the Inspector
  • Select the camera in the Layers list or Timeline layers list, then set the DOF Blur Amount value (in the Depth of Field parameters) to 0 in the Camera Inspector.

Camera Behaviors

Although most types of behaviors in Motion can be applied to cameras, there is an additional set of behaviors specifically designed to be applied to a camera in a 3D project. These Camera behaviors create common camera moves such as dolly moves, panning, and zooming without keyframing.

To add a Camera behavior
  1. Select a scene camera in the Layers list, Timeline, or Canvas.

  2. In the Add Behavior pop-up menu in the toolbar, choose Camera, then choose an item from the submenu.

There are six camera-specific behaviors: Dolly, Focus, Framing, Sweep, Zoom In/Out, and Zoom Layer. These behaviors are applied to a camera object.

Dolly

Moves the camera a specified distance along the camera’s Z axis.

Parameters in the Inspector
  • Distance: A slider that sets the distance of the dolly movement.
HUD Controls

The HUD contains the same controls as the Inspector.

Focus

Animates the camera’s Focus Offset parameter to focus on a target object. For more information on camera focus settings, see Depth of Field.

Tip: Use this behavior to perform a rack-focus effect during a scene.

Parameters in the Inspector
  • Target: An image well to specify the object upon which the camera will focus. Drag an object from the Layers list into the well.
  • Transition: A slider to set how long it takes for the camera to reach the focus position, measured as a percentage of the behavior’s duration.
HUD Controls

The HUD contains the same controls as the Inspector.

Framing

Animates the camera along a path to position it in front of a selected object. You can control how the object fits into the frame at the ending position, and you can control the shape of the path to affect the amount of bend or curvature, as well as the apex of such a curved path. Other parameters allow you to customize the camera’s orientation along the path, the speed at which it travels, and at what point it begins orienting towards the target object.

The Framing behavior has onscreen controls to allow you to manipulate the path and ending position in the Canvas. For more information on using the Framing behavior’s onscreen controls, see Framing Behavior Onscreen Controls.

Tip: Multiple framing behaviors can be arranged consecutively to move a camera from one object to another over the course of a scene.

Warning: Applying a Framing behavior before or after a Basic Motion behavior, such as Motion Path or Throw, can create unexpected results. These behaviors can continue to affect the object even after the behavior ends. For example, If a Framing behavior is applied after a Motion Path, the residual effect of the Motion Path is combined with the path generated by the Framing behavior, resulting in the target object being framed improperly. For more about Basic Motion behaviors, see Basic Motion Behaviors.

Parameters in the Inspector
  • Target: An image well to specify the object upon which the camera is framed.
  • Framing Offset: Three value sliders (X, Y, and, when expanded, Z) to offset (in pixels) the point on the target that is centered, relative to the camera. This allows you to target a point other than the center of the object. The Z slider moves the camera nearer to or farther from the target.
  • Offset Path Apex: A slider to set the position along the path (from the original position to the framing position) where the bend (if any) occurs if the user chooses to offset the path. It is expressed as a value between 0 and 1 (0 being at the start of the path, 1 at the end, and 0.5 being halfway along the path).
  • Path Offset: Three value sliders (X, Y, and when expanded, Z) to offset the camera’s position from the path, measured in pixels.
  • Position Transition Time: A slider to set how long it takes the camera to reach the framing position, measured as a percentage of the behavior’s duration.
  • Rotation Transition Time: A slider to set how long it takes the camera to reach the framing orientation, measured as a percentage of the behavior’s duration.
  • Ease Out Time: A slider to set the percentage of the behavior’s duration when the ease-out effect starts. The ease out ramps down the behavior’s effect until the end of the behavior.
  • Ease Out Curve: A slider that sets the rate of the ease out.
HUD Controls

The HUD contains a subset of the controls in the Inspector.

Framing Behavior Onscreen Controls

The Framing behavior has onscreen controls that allow you to manipulate the behavior settings in the Canvas.

Figure. Canvas showing onscreen controls for Camera Framing behavior.

When a Framing behavior is applied and selected, The controls in the Canvas allow you to create a custom framing size and shape, and to visually adjust the Framing Offset and the Offset Path Apex.

To create a custom framing size and shape
  • With the Framing behavior selected in the Layers list or Timeline, click any corner of the white framing control in the Canvas.

To adjust the Offset Path Apex
  • With the Framing behavior selected in the Layers list or Timeline, drag the small white box along the diagonal white line to reposition the apex.

To adjust the Framing Offset
  • With the Framing behavior selected in the Layers list or Timeline, drag the onscreen control or any colored arrow.

Sweep

Pivots the camera across a specified arc.

Parameters in the Inspector
  • Start: A dial that sets the camera’s starting angle relative to its current orientation. A nonzero value causes the camera to jump to this value at the start of the behavior.
  • End: A dial that sets the camera’s final angle relative to its Start parameter value.
HUD Controls

The HUD contains the same controls as the Inspector.

Zoom In/Out

Animates the camera’s Angle of View parameter.

Parameters in the Inspector
  • Zoom: A slider that sets a proportional value to modify the camera’s Angle of View parameter. For more information about the Angle of View parameter, see Camera Controls.
HUD Controls

The HUD contains the same controls as the Inspector.

Zoom Layer

Moves a camera to the position of a target object’s anchor point. When the camera reaches the object’s anchor point, the angle of view changes while offsetting the camera’s position based on the Zoom parameter. (This parameter is set to 0 by default so no animation of the Angle of View occurs.)

This behavior also allows you to animate the camera’s Angle of View during the camera’s movement, based on the behavior’s Transition value. For more information about the Angle of View parameter, see Camera Controls.

Parameters in the Inspector
  • Object: An image well to set the target of the camera’s movement. Drag an object from the Layers list into the well.
  • Transition: A slider that determines how far into the behavior the camera stops moving and the camera’s Angle of View parameter begins to animate instead.

    If Transition is set to 50% in a Zoom Layer behavior that has a length of 300 frames, the camera move takes 150 frames to arrive at the position of the target object and then stops moving for the duration of the behavior, and the camera’s Angle of View parameter animates over the rest of the duration. If Transition is set to 100%, the camera move takes the full 300 frames to arrive at the position of the target object, and the camera’s angle of view does not animate. If the Zoom Layer behavior’s duration is 100 frames and Transition is set to 50%, the camera move takes 50 frames to arrive at the position of the target object.

  • Zoom: A slider that sets a proportional value to modify the camera’s Angle of View parameter. A nonzero value determines how much the angle of view (and thus perspective) changes relative to the camera’s initial angle of view. A zero value for Zoom leaves the Angle of View parameter unchanged.
HUD Controls

The HUD contains the same controls as the Inspector.