From BlenderWiki

Jump to: navigation, search
Blender3D FreeTip.gif
IMPORTANT! Do not update this page!
We have moved the Blender User Manual to a new location. Please do not update this page, as it will be locked soon.

Kamera

Kamera je objekt zajišťující realizaci renderování Blenderem. Definuje která část scény bude viditelná v daný okamžik. Scéna může mít více kamer, ale musí samozřejmě mít alespoŇ jednu, aby bylo možné vygenerovat obrázek, tj. pohled kamerou.

Přidání nové kamery

Mód: Object režim

Klávesová zkratka: ⇧ ShiftA přidat nový, F9 změna nastavení.

Menu: Add » Camera

V objektovém režimu jedoduše stiskněte ⇧ ShiftA a z vyskakovacího menu vyberte Add » Camera.

Změna aktivní kamery

Mód: Object mode

Klávesová zkratka: Ctrl0 NumPad

Aktivní kamera (vlevo).

Aktivní kamera je kamera, která je právě využívána pro renderovaný pohled, tj. (0 NumPad). Vyberte kameru, která chcete aby byla aktivní a stiskněte Ctrl0 NumPad (také změňte pohled na pohled kamerou).

Aktivní kamera je ve 3D pohledu označena vyplněným trojůhelníkem špicí nahoru viz předchozí obrázek.

Exclamation mark.png
Aktivní kamera stejně jako vrstvy může být specifická pro daný pohled, nebo globální (uzamčená) k celkové scéně – viz část volby pohledu 3D.


Nastavení kamery

Mód: Object mode

Panel: Camera

kamery}}.

Kamery jsou pro render neviditelné, a tak nemají žádné nastavení materiálu. Avšak mají panely nastavení stejně jako Object a Editing. Panely jsou zobrazeny v případě, je-li kamera vybrána a je-li aktivní.

Čočky

  • Perspective/Orthographic
Toggles between Orthographic and Perspective modes for the camera. See the 3D view page for a more detailed description on Orthographic projection, as well as [Doc:2.5/Manual/Render/Perspective|on the next page]].
A camera with the clipping limits and focal point visible.
  • Focal Length
Represents the lens focal length, represented in degrees or millimeters. When Orthographic mode is selected, the Focal Length setting changes to the Orthographic Scale setting. This setting determines the size of the camera's visible area.
  • Panorama
Renders the scene with a cylindrical camera for panoramic renderings.
  • Shift-posuv X/Y
Shifts the camera viewport. Note that most of the time, this setting should not be used to adjust the camera position, as the Shift setting is relative to the actual camera position, which will not be changed.
  • Clipping Start/End
Nastavení ohranižení oříznutím. Jsou renderovány pouze objekty spadající do těchto limitů. POkud jsou limity povolené, ohraničení klipu je zobrazeno jako dva žluté body na lince pohledu kamery (C v obrázku Camera picture – první je počátek kamery).
  • Hloubka ostrosti
Při použití hloubky ostrosti bude připojený objekt určovat bod zaostření kamery. Přilinkováno objektu deaktivuje předchozí nastavení ostření kamery.
  • Vzdálenost - Distance
Distance to the focal point. It is shown as a yellow cross on the camera line of sight. Limits must be enabled to see the cross. It is used in combination with the Defocus Compositing Node.

Display

Camera Display panel.
  • Limits
Toggles viewing of the limits on and off.
  • Mist
Toggles viewing of the mist limits on and off. The limits are shown as two white dots on the camera line of sight (A and B on the Camera picture). The mist limits are set in the World panel, in the Mist section.
Camera View showing Title Safe border and camera name.
  • Title Safe
When this is enabled, an extra dotted frame is drawn inside the camera viewport, delimiting the area considered as “safe” for important things, like titles (shown beside E in Camera View).
  • Name-jméno
Toggle name display on and off (D on the Camera View picture).
  • Size-velikost
Size of the camera icon in the 3D view. This setting has no effect on the render output of a camera, and is only a cosmetic setting. The camera icon can also be scaled using the standard Scale S transform key.
  • Passepartout, Alpha
Temto mód zajistí stmívání obrazu mimo viditelnou oblast kamery, a to na základě nastavení hladiny Alpha.
Note
The 3D View window contains settings similar to the camera, such as Orthographic/Perspective and Clip Start/Clip End. These settings have no effect on the camera rendering, and only change the view settings when not in Camera view. These settings are accessed through the View menu of the 3D View. See the 3D view options page for more details.


Composition Guides

Composition Guides are available from the drop-down menu, which can help when framing a shot. There are 8 types of guides available:

  • Center
Adds lines dividing the frame in half vertically and horizontally.
  • Center Diagonal
Adds lines connecting opposite corners.
  • Thirds
Adds lines dividing the frame in thirds vertically and horizontally.
  • Golden
Divides the width and height into Golden proportions (About 0.618 of the size from all sides of the frame).
  • Golden Triangle A
Draws a diagonal line from the lower-left to upper-right corners, then adds perpendicular lines that pass through the top left and bottom right corners.
  • Golden Triangle B
Same as A, but with the opposite corners.
  • Harmonious Triangle A
Draws a diagonal line from the lower-left to upper-right corners, then lines from the top left and bottom right corners to 0.618 the lengths of the opposite side.
  • Harmonious Triangle B
Same as A, but with the opposite corners.

Camera Navigation

Here you will find some handy ways to navigate and position your camera in your scene.

Note
Remember that the active “camera” might be any kind of object. So these actions can be used e.g. to position and aim a lamp…


Move active camera to view

Mode: Object mode

Hotkey: CtrlAlt0 NumPad

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're seeing what you want the camera to see). Now press CtrlAlt0 NumPad and your selected camera positions itself to match the view, and switches to camera view.

Camera View Positioning

By enabling Lock Camera to View in the View menu of the View Properties panel, 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.

Roll, Pan, Dolly, and Track

To perform these camera moves, the camera must first be selected, so that it becomes the active object (while viewing through it, you can RMB Template-RMB.png-click on the solid rectangular edges to select it). The following actions also assume that you are in camera view (0 NumPad)! Having done so, you can now manipulate the camera using the same commands that are used to manipulate any object:

Roll: 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… Yes, that’s it, press R, and then Y twice!

Dolly: To dolly the camera, press G then MMB Template-MMB.png (or Z twice).

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

Aiming the camera in Flymode

When you are in Camera view, the fly mode actually moves your active camera…