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Maya2018. Maya Help.

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#81
В общем теперь уже понятно, что оригинальный ресурс больше не работает без ВПН.
Кроме того, у меня на компе ВПН перестал работать по некоторым причинам.
Поэтому, во первых, я больше не буду сильно заморачиваться ссылками на оригинальный ресурс. Во вторых, т.к. превоначальный запал сильно угас, теперь буду публиковать только статьи, необходимость понимания которых необходимо возникает передо мной в процессе освоения программы. Т.е. хаоса в теме будет больше.
Кроме того, буду добавлять собственные скриншоты.
 
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#82
Cameras preferences (Предпочтения камер)

Вы можете установить следующие настройки в категории "Камеры"(Cameras category) в Preferences window.
Чтобы вернуться к настройкам по умолчанию, выберите в этом окне Edit > Restore Default Settings (скриншот 1). Обратите внимание, что при этом сбрасываются настройки в каждой категории окна «Параметры»(Preferences window).

Default Cameras (Камеры по умолчанию)
Устанавливает значения по умолчанию ближнего и дальнего среза(?) для камер. Дополнительную информацию см. в разделе Clipping planes (Обрезные плоскости).

Animate Camera Transitions (Анимирование переходов камеры)
По умолчанию вид "Камера" теперь анимирует переход между положениями камеры.
Включите или выключите любой из переходов анимации:
  • Fit view (Подогнать вид)
  • Fit all view (Подогнать все виды)
  • Go to bookmark (Перейти к закладке)
  • Next/Last camera view (Просмотр следующей/последней камеры)
Чтобы выбрать время перехода, задайте значение с помощью ползунка или введите его в соответствующее поле. Вы можете выбрать значение от одной десятой секунды до пяти секунд.
Примечание:
Для повышения производительности Maya анимирует меньшее количество кадров при анимации переходов камеры в больших сценах.

View Fit (Размер вида)
Настройте значение Fit Factor по умолчанию, чтобы указать процентную долю вида, которая должна быть заполнена обрамленными элементами при выполнении команды Frame Selection (горячая клавиша F) или Frame All (горячая клавиша A). Это значение определяет, насколько близко камера приближает объекты при кадрировании выбранных или всех объектов.
Для Frame Selection можно отменить эту настройку только для одного конкретного экземпляра, выполнив команду viewFit с флагом -fitFactor. См. раздел Frame selected objects(Кадрирование выделенных объектов).

Parent topic: Preferences window
 

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#83
Preferences window (Окно настроек).

  • Windows > Settings/Preferences > Preferences
В окне "Параметры" (Preferences window) вы можете задать настройки для многих функциональных элементов Maya, сгруппированных по различным категориям..
Вы также можете щелкнуть по значку Animation Preference
GUID-6FCAD178-4170-4108-8BB1-F25EEF8F5430.png
в правом нижнем углу окна Maya. В окне "Параметры" (Preferences window) откроется категория "Слайдер времени"(Time Slider), но вы можете выбрать любую другую категорию.

Restoring Preference settings (Восстановление предпочтительных настроек)
Чтобы вернуться к последним настройкам, сохраненным в окне Preferences, выберите в нем Edit > Revert to Saved.
To return to the default factory settings (reset), choose Edit > Restore Default Settings from the menubar (above the Categories section).
Чтобы вернуться к настройкам по умолчанию (сброс(reset)), в меню (над разделом "Категории" (Categories section)) выберите Edit > Restore Default Settings.

GUID-30DB3CC8-0D41-4B6A-889C-705E2351D73C.gif


Важно: Восстановление настроек по умолчанию сбрасывает настройки в каждой категории окна "Параметры" (Preferences window).

Чтобы полностью сбросить все настройки Maya, что может помочь в устранении проблем с интерфейсом, смотрите Reset your Maya preferences (Сброс настроек Maya).

Предпочтения перечислены здесь в алфавитном порядке:

Topics in this section
Parent topic: Preferences
 

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#84
Clipping planes

Near and far clipping planes are imaginary planes located at two particular distances from the camera along the camera’s sight line. Only objects between a camera’s two clipping planes are rendered in that camera’s view. Any parts of objects in the scene closer to the camera than the near clipping plane, or farther from the camera than the far clipping plane, are not rendered.

If part of an object is in front of the near clipping plane, then only the part of the object beyond the near clipping plane is rendered. You can specify a clipping pane when you first create a camera in the Create Camera options, or change the clipping plane for an existing camera in the Camera Attributes in the Attribute Editor.

A camera with a Clipping plane of 40. The grid disappears as the camera pulls near.
A clipping plane that is too low can cause the scene to disappear.
To reset the Clipping Plane
  1. In the Camera menu of the Viewport you are working in, turn on the Clipping Pane option.
  2. In the same menu, select Select Camera.
  3. In the Attribute Editor, locate the Near and Far Clipping Plane values. Increase the values. For example, 1 000 000.00
For the Maya software renderer, if part of an object is beyond the far clipping plane, the entire object is rendered, including the part beyond the far clipping plane.
Note:
For Maya software rendering, if refractions are toggled on, an object that intersects the far clipping plane is not clipped regardless of the transparency value.

Parent topic: Frame the scene with a camera
 
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#85
Frame selected objects

To look at and fill the view with selected objects
  1. In a view panel, select View > Frame Selection (or press the hotkey f).
    You can also choose Display > Frame Selected in All Views from the main menu, or press Shift+F, to frame all selected objects in all views.
  2. The camera moves to fill the camera’s view with the selected objects.
  3. Note:
    View > Frame Selection frames only the parent objects without their children. You can choose to frame both the parent objects and their children by selecting the View > Frame Selection with Children option. See Frame all or selected objects in a view.

Specify the percentage of the view that should be filled with the framed items

By default, this value is set at 95%. You can adjust this value to determine how closely the camera should zoom into the objects when framing selected or all objects. Adjust this default Fit factor value in the Preferences window (Windows > Settings/Preferences > Preferences), Settings sub-section, Cameras section.
You can also override this setting for a particular instance by using the viewFit command. For example:
viewFit -fitFactor 0.8
This command moves the camera so that its view is filled with the selected objects, and when doing so, 80% of the view is filled.
Note:
The value you set for the fitFactor flag when executing the MEL/Python command takes precedence over the value set in the Preferences window.

Parent topic: Frame the scene with a camera
 
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#86
Attribute Editor

To open the Attribute Editor
  • Select Windows > General Editors > Attribute Editor.
  • Select Windows > UI Elements > Attribute Editor.
  • Select Key > Attribute Editor.
  • Click the Attribute Editor icon.
  • Press Ctrl+A (if you are using the default hotkey set).
The Attribute Editor lists attributes on the selected object. Tabs across the top of the Attribute Editor let you select nodes connected to the shown node.

While the Channel Box provides a more compact view of keyable attributes for animation, the Attribute Editor gives you full graphical controls to edit attributes rather than just text boxes. See Attribute Editor graphical controls.
Tip: You can use the scroll wheel over the node tabs at the top of the Attribute Editor, or right-click the arrow buttons at the far right to easily select the node of your choice:

Note: To pan vertically in the Attribute Editor, use the scroll wheel or Alt+middle-drag (for Mac, Opt+middle-drag). To pan quickly, Ctrl+Alt+middle-drag (for Mac, Ctrl+Opt+middle-drag).

Related topics
Topics in this section
Parent topic: View and edit attributes
 
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#87
Camera Attribute Editor

Выберите View > Camera Attribute Editor, чтобы просмотреть атрибуты камеры в редакторе атрибутов (Attribute Editor).

Camera attributes ()

Совет: Если вы нажмете на поля справа от некоторых атрибутов в этом редакторе, появится окно Create Render Node window, что означает, что вы можете сопоставить определенные узлы рендеринга с атрибутами камеры.

Controls

Смотри Maya camera types для получения информации о типах камер: Camera; Camera and Aim; and Camera, Aim, and Up.

Angle of view (Угол обзора)

Для более подробной информации об угле обзора и о том, как на него влияет фокусное расстояние камеры (focal length of the camera), смотрите Angle of view (focal length).

Совет: Старайтесь не использовать перспективную камеру (perspective ) с очень маленьким углом (менее 5 градусов). Это может привести к значительному снижению точности глубины, что приведет к появлению артефактов борьбы с глубиной. Вместо этого попробуйте использовать ортографическую камеру, чтобы получить похожий вид.

Focal length (Фокусное расстояние)

Смотреть Focal length.

Camera scale (Масштаб камеры)

Смотреть Camera scale.

Auto Render Clip Plane ()

Только для программного обеспечения Maya. При включении (по умолчанию) ближняя и дальняя плоскости обрезки автоматически устанавливаются так, чтобы они охватывали все объекты в поле зрения камеры. (Для всех других рендеров необходимо вручную задать ближнюю и дальнюю плоскости клипа. Для рендеринга в программе Maya плоскости также можно задать вручную).

Примечание: В Maya используются независимые горизонтальные и вертикальные углы обзора. Модель камеры основана на независимых горизонтальной и вертикальной диафрагмах пленки плюс фокусное расстояние.
Устранены проблемы с рендерингом всех объектов и точностью глубины. Обрезающие плоскости не видны на видах.
По умолчанию функция Auto Render Clip Plane включена. В выключенном состоянии ближняя и дальняя плоскости обрезки устанавливаются на значения атрибутов Near Clip Plane и Far Clip Plane.
Отключите Auto Render Clip Plane (и задайте Near Clip Plane и Far Clip Plane), чтобы ограничить рендеринг объектов в зависимости от их расстояния от камеры, если вы создаете композицию на основе глубины.

Near Clipping Plane, Far Clipping Plane

Эти параметры описаны в разделе Create Camera Options. Смотрите так же Clipping planes.

Frustum Display Controls

Ниже приведены элементы управления отображением фруста для нестереокамеры. Для стереокамеры эти атрибуты управляются через Stereo Display Controls. Эти атрибуты отключены для левой/правой камеры стереокамеры.

Display Near Clip

Включите эту опцию, чтобы отобразить ближнюю плоскость обрезания.

Display Far Clip

Включите эту опцию, чтобы отобразить дальнюю плоскость обрезки.

Display Frustum

Включите эту опцию, чтобы отобразить фрустум.

Stereo (не вижу этого раздела в своей версии программы, видимо что то отсутствует или не поддерживается)

Разделы Stereo, Stereo Adjustments и Stereo Display Controls содержат атрибуты для стереоскопической камеры (узел stereoCameraCenterCamShape):

Stereo

Выберите метод вычисления плоскости нулевого параллакса из одного из следующих режимов:

Off

Отключает любые вычисления плоскостей разделения глаз, межосевого разделения и нулевого параллакса на узле. Эта опция отключает стереоэффект.

Converged

Вычисляет плоскость нулевого параллакса, ориентируясь по камерам. Этот эффект можно сравнить с тем, как мы фокусируемся на объекте, поворачивая зрачки внутрь. Однако может возникнуть опасный побочный эффект, когда на парах рендеринговых изображений возникает эффект трапецеидального искажения, что приводит к визуальной путанице в других элементах сцены. При визуализации изображения наш фокус перемещается по всему изображению, и мы не фокусируемся на одном объекте, что не так в реальной жизни. Использовать Converged следует только в том случае, если объект находится в центре экрана, а на границах рендеринга в левом или правом усеченном пространстве камеры нет элементов сцены.

Off-axis (Default)

Computes the convergence plane by shifting the frustum using camera film back. This is the safer way to compute stereo image pairs and avoids keystone artifacts.

Parallel

A parallel camera setup where there is effectively no convergence plane. This is useful for landscape settings where objects exist at effectively infinity.
Interaxial Separation
Distance between left and right cameras.

Zero Parallax

Distance on the camera view axis where the zero parallax plane occurs, in other words, the point where objects appear off screen. If an object is in front of the zero parallax plane, it has negative parallax and if an object is behind the zero parallax plane, it has positive parallax.
In general, your object should be behind the zero parallax plane. in other words, the camera distance should be greater than the zero parallax plane value. The zero parallax value, the camera separation, and focal length are all used to determine the shift that must be applied to film back on the respective left and right cameras. The zero parallax distance is only applicable when in Off-Axis or Toe-In modes.

Stereo Adjustments

Toe In Adjust

Use this attribute to offset the computed toe-in effect when you are in Converged mode. This value is specified in degrees and acts as an offset to the computed toe-in.

Film Offset Right Cam

Controls the film offset for the right camera.

Film Offset Left Cam

Controls the film offset for the left camera.

Stereo Display Controls

Display Near Clip
Display method for the near clipping plane. Valid values are:
0: None. Display is disabled.
1: Left. Display left camera clipping plane.
2: Right. Display right camera clipping plane.
3: LeftRight. Display left and right camera clipping planes.
4: Center. Display center camera clipping plane.
5: All. Display all camera clipping planes.

Display Far Clip

Display method for far clipping plane. See Display Near Clip for valid values.

Display Frustum

Display method for frustum. See Display Near Clip for valid values.

Zero Parallax Plane

Enable this option to disable the display of the zero parallax plane.

Zero Parallax Color

Use this attribute to set the zero parallax plane color.

Zero Parallax Transparency

Use this attribute to set the zero parallax plane transparency.

Safe Viewing Volume

Enable this option to disable the display of the viewing volume.

Safe Volume Color

Use this attribute to set the viewing volume color.

Safe Volume Transparency

Use this attribute to set the viewing volume transparency.

Safe Stereo

The intersection of the left and right viewing frustum. The scene elements visible by both frustums belong in the intersection. In general, do not place a object that can only be seen by one camera.

Film Back

The Film Back attributes control the basic properties of a camera (for example, the camera’s film format: 16mm, 35mm, 70mm).
Film Gate
Lets you select a preset camera type. Maya automatically sets the Camera Aperture, Film Aspect Ratio, and Lens Squeeze Ratio. To set these attributes individually, set Film Gate to User. The default setting is User.
Camera Aperture (inch) / Camera Aperture (mm)
The height and width of the camera’s Film Gate setting.
If you choose to enter the values in inches, the default values are 1.417 and 0.945.
If you choose to enter the values in mm, the default values are 36.000 and 24.000.
Regardless of which option you choose, the values are saved in inches.
This setting has a direct effect on the camera’s angle of view (see Angle of view for more information).
Note:
The Camera Aperture setting has no effect on the fStop. For more information on fStop, see Focus and blur.
Film Aspect Ratio
The ratio of the camera aperture’s width to its height. Maya automatically updates the Film Aspect Ratio (and vice versa). The valid range is 0.01 to 10. The default value is 1.5.
Lens Squeeze Ratio
See Lens Squeeze Ratio.
Fit Resolution Gate
See Film fit.
Film Fit Offset
See Film Fit Offset.
Film Offset
Vertically and horizontally offsets the resolution gate and the film gate relative to the scene. Changing the Film Offset produces a two-dimensional track. Film Offset is measured in inches. The default setting is 0.
1The view guide fills the view. The edges of the view guide may be exactly aligned with the edges of the view, in which case the view guide is not visible.> 1The higher the value, the more space is outside the view guide.
Shake Enabled / Shake
Use the Shake attributes to apply some amount of 2D translation to the filmback. A curve or expression could be connected to the Shake attribute to specify a realistic shaking effect. The Shake Enabled toggle can be used to turn the effect of the shake on and off.
The Shake and Shake Overscan attributes duplicate and combine functionality with the Film Offset attributes and API. They are off by default.
Shake Enabled allows the Shake attribute setting to be factored into the camera calculation. By default it is off.
Shake specifies a translation on the filmback. The value is specified as a separate horizontal and vertical shake field, both of which default to zero, and are only utilized in the camera calculations when the Shake Enabled attribute is enabled. For camera calculation purposes, Shake and Film Offset provide the exact same effect. Shake provides an additional set of filmback translation inputs on the camera, with the additional feature that Shake can be turned on and off via the Shake Enabled attribute.
Use the following MEL command to turn on Shake Enabled:
setAttr perspShape.shakeEnabled 1;

Use the following MEL command to set the Shake attribute:
setAttr perspShape.shake 0.5 0.5;

Shake Overscan Enabled / Shake Overscan
Shake Overscan Enabled allows the Shake Overscan attribute to be factored into the camera calculation. It is disabled by default.
Shake Overscan specifies a multiplier to the film aperture. This overscan is used to render a larger area than would be necessary if the camera were not shaking. This attribute will affect the output render. The Shake Overscan attribute is only used when the Shake Overscan Enabled attribute is set to true. By default, Shake Overscan is set to one.
Use the following MEL command to turn on Shake Overscan Enabled:
setAttr perspShape.shakeOverscanEnabled 1;

Use the following MEL command to set the Shake Overscan:
setAttr perspShape.shakeOverscan 1.25;

Pre Scale
The Pre Scale value is used in 2D effects. This value indicates the artificial 2D camera zoom. Enter a value into this field. The value is applied before the film roll.
Film Translate
The Film Translate value is used in 2D effects. This value indicates the artificial 2D camera pan. Enter a value into this field.
Film Roll Pivot
The horizontal pivot point from the center of the film back. The pivot point is used during rotation of the film back. The pivot is the point where the rotation occurs around. This double precision parameter corresponds to the normalized scene view. This value is a part of the post projection matrix.
Vertical pivot point used for rotating the film back. This double precision parameter corresponds to the normalized scene view. This value is used to compute the film roll matrix, which is a component of the post projection matrix.
Film Roll Value
This specifies, in degrees, the amount of rotation around the film back. The rotation occurs around the specified pivot point. This value is used to compute a film roll matrix, which is a component of the post-projection matrix.

Film Roll Order

Specifies how the roll is applied with respect to the pivot value.
Rotate-Translate
The film back is first rotated then translated by the pivot point value.
Translate-Rotate
The film back is first translated then rotated by the film roll value.
Post Scale
The Pre Scale value is used in 2D effects. This value indicates the artificial 2D camera zoom. Enter a value into this field. The value is applied after the film roll.

Depth of Field

These attributes provide control over the camera’s focus.
For more information on this feature, see Adjust depth of field.
Tip: The more out of focus an image is, the longer it takes to generate the final rendered image (that is, the post-render blur takes longer).
Note: In Viewport 2.0, when post-effects such as screen-space ambient occlusion, motion blur, and depth of field are enabled, the drawing of wireframe and components are not affected by these effects. Filled display for surfaces are affected. However, wireframe and components for surfaces are not blended with the filled drawing if the surface is semi-transparent. For example, if you create an object, then set its shader transparency to semi-transparent and select the object or its components, you will see a difference between enabling and disabling Screen-space Ambient Occlusion.

Depth Of Field

If on, some objects in the scene are sharply focused and others are blurred or out of focus, based on their distance from the camera. If off, all objects in the scene are sharply focused. Depth Of Field is off by default.
Depth of field can be enabled per viewport panel, and it can be rendered with your final render using Maya Hardware 2.0. In both cases, you must first enable Depth of Field in this camera Attribute Editor.
To enable or disable depth of field in the current viewport, click the depth of field icon in the panel toolbar or toggle Shading > Depth of Field from the panel menu.
To include depth of field with your render, enable Depth of Field in the Render Options section of the Render Settings window, Maya Hardware 2.0 tab.
Focus Distance
The distance from the camera at which objects appear in sharp focus, measured in the scene’s linear working unit. Decreasing the Focus Distance also decreases the depth of field. The valid range is 0 to infinity. The default value is 5.
Tip: When in Viewport 2.0, to select a Focus Distance for Depth of Field, select Display > Heads up Display > Object Details, then select the object you wish to remain in focus . The Distance From Camera heads up display should indicate the distance of the object from the camera. Use this as your Focal Distance.
F Stop
The range of Camera Aperture settings which affect the Depth of Field. The lower the F Stop (for example, f-4) the shallower the depth of field, and more of the foreground and background is out of focus and blurred. The higher the F Stop value (for example, f-32), the deeper the depth of the field, and more of the foreground and background is in focus.
For more information about fStop, see fStop (aperture) and shutter speed/angle.
Focus Region Scale
Scales the Focus Distance value. The valid range is 0 to infinity. The default value is 1.

Output Settings

Controls whether the camera generates an image during rendering, and what types of images the camera renders.
Renderable
If on, the camera can create an image file, mask file, or depth file during rendering; that is, it is able to render. By default, Renderable is on for the default perspective camera, and off for all other cameras.
This option is affected by the Renderable Camera option in the File Output section of the Render Settings window. For more information on the Render Settings window, see Render Settings window.
Image
If on (and Renderable is on), the camera creates an image file during rendering. The default setting is on.
Mask
If on (and Renderable is on), the camera creates a mask during rendering. A mask is an 8-bit channel (the alpha channel) in the image file that represents objects in shades of gray. Black areas represent areas where there are no objects (or fully transparent objects), and white areas represent areas where there are (solid) objects. Masks are used primarily for compositing.
For image formats that do not support mask channels, the mask is stored as a separate image.
For more information on mask channels, see Mask and depth channels.
Depth
If on (and Renderable is on), the camera creates a depth file during rendering. A depth file is a type of data file that represents the distance of objects from the camera.
Depth files are used primarily for compositing. When on, the Depth Type attributes (next) are enabled.
For image formats that do not support depth channels, the depth is stored as a separate image.
For more information on mask channels, see Color, Mask (alpha), and Depth channels.
 

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Depth Type
Determines how to compute the depth of each pixel.
Closest Visible Depth
Uses the closest object to the camera. When transparent objects are located in front of other objects, turn on “Transparency Based Depth” to ignore the transparent object.
Furthest Visible Depth
Most often used when a particle effect is occluded by an opaque object. Maya uses the Furthest Visible Depth to create a Depth file.
Transparency Based Depth
Turns on Threshold, which determines which object is closest to the camera, based on transparency. Transparency Based Depth is only enabled when you select Closest Visible Depth.
Tip: When transparent objects are located in front of other objects, you can turn on Transparency Based Depth to ignore the transparent object.
Threshold
Used when compositing multiple layers of transparency (which varies from 0 to 1). For example, if Threshold is 0.9 (the default), when transparent surfaces add up to 0.9 or larger, the surface becomes opaque.
Pre-Compositing template
Use this attribute for pre-compositing in Composite. You can specify a pre-compositing template for each render layer in the Passes tab of the Render Settings window.
The pre-compositing template on a layer assembles the passes. The pre-compositing template on a camera, however, assembles the layers. The default behavior, if no template is specified, is to stack the layers in a linear chain of blend nodes that follow the order and blend nodes in Maya.
Environment
Control the appearance of the scene’s background as seen from the camera. Different cameras can use different backgrounds.
Background Color
The color of the scene’s background. The default color is black.
Note: The background color of a camera cannot be texture mapped. If a procedural background is required, use an image plane instead.
Image Plane
Creates an image plane and attaches it to the camera. Clicking the Create button automatically changes the focus of the Attribute Editor to include attributes for an image plane.
For more information on image planes, see Create, edit, or position an image plane.
Special Effects
Shutter Angle
Controls the blurriness of motion blurred objects. In a real-world camera, the shutter is actually a metal disk that is missing a pie-shaped section. This disk sits between the lens and the film, and rotates at a constant rate. When the missing section is in front of the film, it allows light from the lens to pass through and expose the film. The larger the angle of the pie-shaped section, the longer the exposure time, and moving objects are more blurred. Shutter Angle is measured in degrees. The valid range is 1 to 360. The default value is 144.
See Shutter Angle.
Note: Motion Blur must be on in the Render Settings window. For Maya software rendering, motion blur must also be set in at least one object’s Attribute Editor for the Shutter Angle to have any effect.
Display Options
Controls the display of view guides in the camera’s view, and provides options for moving the camera. You can also access most of these attributes in any panel’s View > Camera Settings menu.
Display Film Gate
See Film gate for more information.
Display Resolution
Displays a rectangle that indicates the area of the camera’s view that renders. The dimensions of the resolution gate represent the rendering resolution. The rendering resolution values are displayed above the resolution gate. See Resolution Gate for more information.
Display Gate Mask
See Gate Mask.
Gate Mask Opacity
The amount of the scene you can see through the masked area of a Gate Mask. This option is only available when Gate Mask is on.
Gate Mask Color
The color of the masked area of a Gate Mask. This option is only available when Gate Mask is on.
Display Field Chart
See Field Chart.
Display Safe Action
See Safe Action.
Display Safe Title
See Safe Title.
Display Film Pivot
Displays of the film pivot guide when looking through the camera.
Display Film Origin
Displays the film origin guide when looking through the camera.
Overscan
See Overscan in Create Camera Options.
2D Pan/Zoom
Pan Zoom Enabled
Select this option to enable the 2D Pan/Zoom feature.
Pan
Enter the X and Y co-ordinates to move your view horizontally and vertically.
Zoom
Use this attribute to zoom in and out of your view. A value greater than 1 zooms out and a value less than 1 zooms in.
Render Pan Zoom
The 2D Pan/Zoom feature does not render by default. Select this attribute to render the pan/zoom view. Disabling this attribute renders the scene from the full camera view.
Movement Options
Undoable Movements
See Undoable Movements.
Center of Interest
The distance from the camera to the center of interest, measured in the scene’s linear working unit.
Tumble Pivot
The point the Tumble tool pivots the camera about when Tumble Camera About is set to Tumble Pivot in the Tumble Tool settings window.
Use Pivot As Local Space
Enable this attribute so that the tumble tool does a local axis tumble, using the camera's tumble pivot as a relative tumble point.
Orthographic Views
See Orthographic Views for more information.
Parent topic: Panel menu: View
 
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Skif

Администратор 3D галереи
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#89
это у тебя личный блог чтоли? не проще ли вести свой блог ( на этом же сайте) и будет больше просмотров, больше помощи людям будет
 
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188
#90
это у тебя личный блог чтоли? не проще ли вести свой блог ( на этом же сайте) и будет больше просмотров, больше помощи людям будет
Не то что бы прям блог, скорее черновик блога.
Блог, в моём представлении это собрание относительно законченных статей.
А у меня просто изначальные намерения не особо совпадают с реальными возможностями.
 
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