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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Doc%3A2.6%2FManual%2FRender%2FCamera</id>
	<title>Doc:2.6/Manual/Render/Camera - 版の履歴</title>
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	<updated>2026-05-24T12:32:30Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Render/Camera&amp;diff=105403&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Render/Camera&amp;diff=105403&amp;oldid=prev"/>
		<updated>2018-06-28T19:44:11Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:44時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Render/Camera&amp;diff=105402&amp;oldid=prev</id>
		<title>wiki&gt;Urkokul: /* Change active camera */</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Render/Camera&amp;diff=105402&amp;oldid=prev"/>
		<updated>2014-10-02T00:49:06Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Change active camera&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.5x|Doc:2.5/Manual/Render/Options|Doc:2.5/Manual/Render/Perspective}}&lt;br /&gt;
&lt;br /&gt;
{{review|text=Options reviewed for v2.70; Video is for old version}}&lt;br /&gt;
&lt;br /&gt;
= The Camera =&lt;br /&gt;
A {{Literal|Camera}} is an object that provides a means of rendering images from Blender. It defines which portions of a scene is visible at render time. Scenes can have multiples cameras, but ''must'' contain, at minimum, one camera in order to generate any images.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Add a new camera==&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Object}} mode&lt;br /&gt;
 |hotkey={{Shortcut|shift|A}} to add new.&lt;br /&gt;
 |menu={{Menu|Add|Camera}}&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
In {{Literal|Object}} mode simply press {{Shortcut|shift|A}} and in the popup menu, choose {{Menu|Add|Camera}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Change active camera==&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Object}} mode&lt;br /&gt;
 |hotkey={{Shortcut|ctrl|pad0}}&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
[[File:Manual-CameraView-ActiveCamera.png|thumb|200px|right|Active camera (left one).]]&lt;br /&gt;
&lt;br /&gt;
The ''active'' camera is the camera that is currently being used for rendering and camera view ({{Shortcut|pad0}}). Select the camera you would like to make active and press {{Shortcut|ctrl|pad0}} (by doing so, you also switch the view to camera view). In order to render, each scene '''must''' have a camera.&lt;br /&gt;
&lt;br /&gt;
The active camera is the one with the filled “up” triangle on top seen in the 3D viewport, for example, the left camera in (''Active camera (left one)'').&lt;br /&gt;
&lt;br /&gt;
{{Warning/Important}}The active camera, as well as the layers, can be specific to a given view, or global (locked) to the whole scene – see [[Doc:2.5/Manual/3D interaction/Navigating/3D View Options#Lock to Scene|this part of the 3D view options page]].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
===Switching Multiple Cameras===&lt;br /&gt;
&lt;br /&gt;
[[File:Doc-26-Manual-Animation-Markers_Cameras_Switching.gif|thumb|200px|left|Switching Cameras.]]&lt;br /&gt;
&lt;br /&gt;
To change cameras mid-animation, you need to use markers.&lt;br /&gt;
&lt;br /&gt;
See details about switching cameras [[Doc:2.6/Manual/Animation/Basics/Markers|here]]&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Camera Settings==&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Object}} mode&lt;br /&gt;
 |panel={{Literal|Camera}}&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Cameras are invisible in renders, so they don’t have any material or texture settings. However, they do have {{Literal|Object}} and {{Literal|Editing}} setting panels available which are displayed when a camera is the selected (active!) object.&lt;br /&gt;
&lt;br /&gt;
[[File:Manual-CameraPanel-2.57|thumb|270px|right|Camera Lens panel.]]&lt;br /&gt;
&lt;br /&gt;
===Lens===&lt;br /&gt;
*{{Literal|Perspective / Orthographic / Panoramic}}&lt;br /&gt;
::Select what projection type to use. {{Literal|Perspective}} is the default and makes objects further away appear smaller while {{Literal|Orthographic}} maintains the exact measures of objects. A {{Literal|Perspective}} projection is more similar to what an image obtained with a real camera would look like while an {{Literal|Orthographic}} projection is a more technical view, best for blueprints, but worst to convey distances between objects.&lt;br /&gt;
::To configure these projections, see [[Doc:2.6/Manual/Render/Camera/Perspective | this page ]] on vanishing points and isometric view.&lt;br /&gt;
::{{Literal|Panoramic}} renders the scene with a cylindrical projection.&lt;br /&gt;
&lt;br /&gt;
[[File:Manual-CameraView-Camera.png|thumb|200px|right|A camera with the clipping limits and focal point visible.]]&lt;br /&gt;
*{{Literal|Focal Length}}&lt;br /&gt;
::Available in Perspective and Panoramic camera types, represents the lens focal length, represented in degrees or millimeters. When {{Literal|Orthographic}} mode is selected, the {{Literal|Focal Length}} setting changes to the {{Literal|Orthographic Scale}} setting. This setting determines the size of the camera's visible area.&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Shift X/Y}}&lt;br /&gt;
::Shifts the camera viewport. Note that most of the time, this setting should not be used to adjust the camera position, as the {{Literal|Shift}} setting is relative to the actual camera position, which will not be changed.&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Clipping Start/End}}&lt;br /&gt;
::Sets the clipping limits. Only objects within the limits are rendered. If {{Literal|Limits}} in the {{Literal|Display}} panel is enabled, the clip bounds will be visible as two yellow connected dots on the camera line of sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|Note|The {{Literal|3D View}} window contains settings similar to the camera, such as {{Literal|Orthographic}}/{{Literal|Perspective}} and {{Literal|Clip Start}}/{{Literal|Clip End}}. These settings have no effect on the camera rendering, and only change the view settings when ''not'' in {{Literal|Camera}} view. These settings are accessed through the {{Menu|View}} menu of the {{Literal|3D View}}.&lt;br /&gt;
&lt;br /&gt;
See the [[Doc:2.5/Manual/3D interaction/Navigating/3D View Options#View Properties Panel|3D view options page]] for more details.}}&lt;br /&gt;
&lt;br /&gt;
===Camera Presets===&lt;br /&gt;
[[File:Manual-Camera-presets-panel.png|thumb|270px|right|Camera Presets panel.]]&lt;br /&gt;
&lt;br /&gt;
:ToDo&lt;br /&gt;
*{{Literal|Camera Presets}}&lt;br /&gt;
*{{Literal|Sensor}}&lt;br /&gt;
&lt;br /&gt;
===Depth of Field===&lt;br /&gt;
[[File:Manual-Camera-dof-panel.png|thumb|270px|right|Camera Display panel]]&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Depth of Field}} object&lt;br /&gt;
::When using [[Doc:2.6/Manual/Render/Camera/Depth Of Field|Depth of Field]], the linked object will determine the focal point. Linking an object will deactivate the distance parameter.&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Distance}}&lt;br /&gt;
::Distance to the focal point. It is shown as a yellow cross on the camera line of sight. {{Literal|Limits}} must be enabled to see the cross. It is used in combination with the [[Doc:2.5/Manual/Composite Nodes/Types/Filter#Defocus|Defocus Compositing Node]].&lt;br /&gt;
&lt;br /&gt;
===Display===&lt;br /&gt;
[[File:Manual-Camera-display-panel.png|thumb|270px|right|Camera Display panel]]&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Limits}}&lt;br /&gt;
::Toggles viewing of the limits on and off.&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Mist}} &lt;br /&gt;
::Toggles viewing of the mist limits on and off. The limits are shown as two connected white dots on the camera line of sight. The mist limits and other options are set in the {{Literal|World}} panel, in the [[Doc:2.6/Manual/World/Mist|Mist section]].&lt;br /&gt;
&lt;br /&gt;
[[File:Manual-Camera-camera-view.png|thumb|350px|right|Camera view displaying safe areas, sensor and name]]&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Safe Areas}}&lt;br /&gt;
::When this is enabled, extra dotted frames are drawn when in camera view, delimiting the area considered as “safe” for important things.&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Sensor}}&lt;br /&gt;
::Displays a dotted frame in camera view.&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Name}} &lt;br /&gt;
::Toggle name display on and off in camera view.&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Size}}&lt;br /&gt;
::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 {{Shortcut|S}} transform key.&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Passepartout}}, {{Literal|Alpha}} &lt;br /&gt;
::This mode darkens the area outside of the camera’s field of view, based on the {{Literal|Alpha}} setting.&lt;br /&gt;
&lt;br /&gt;
== Composition Guides ==&lt;br /&gt;
{{Literal|Composition Guides}} are available from the drop-down menu, which can help when framing a shot. There are 8 types of guides available:&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Center}}&lt;br /&gt;
::Adds lines dividing the frame in half vertically and horizontally.&lt;br /&gt;
*{{Literal|Center Diagonal}}&lt;br /&gt;
::Adds lines connecting opposite corners.&lt;br /&gt;
*{{Literal|Thirds}}&lt;br /&gt;
::Adds lines dividing the frame in thirds vertically and horizontally.&lt;br /&gt;
*{{Literal|Golden}}&lt;br /&gt;
::Divides the width and height into Golden proportions (About 0.618 of the size from all sides of the frame).&lt;br /&gt;
*{{Literal|Golden Triangle A}}&lt;br /&gt;
::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.&lt;br /&gt;
*{{Literal|Golden Triangle B}}&lt;br /&gt;
::Same as A, but with the opposite corners.&lt;br /&gt;
*{{Literal|Harmonious Triangle A}}&lt;br /&gt;
::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.&lt;br /&gt;
*{{Literal|Harmonious Triangle B}}&lt;br /&gt;
::Same as A, but with the opposite corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Camera Navigation==&lt;br /&gt;
Here you will find some handy ways to navigate and position your camera in your scene.&lt;br /&gt;
&lt;br /&gt;
{{Note|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…}}&lt;br /&gt;
&lt;br /&gt;
===Move active camera to view===&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Object}} mode&lt;br /&gt;
 |hotkey={{Shortcut|ctrl|alt|pad0}}&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
This feature allows you to position and orient the active camera to match your current viewport.&lt;br /&gt;
&lt;br /&gt;
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 {{Shortcut|ctrl|alt|pad0}} and your selected camera positions itself to match the view, and switches to camera view.&lt;br /&gt;
&lt;br /&gt;
===Camera View Positioning===&lt;br /&gt;
By enabling {{Literal|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.&lt;br /&gt;
&lt;br /&gt;
===Roll, Pan, Dolly, and Track===&lt;br /&gt;
To perform these camera moves, the camera must first be ''selected'', so that it becomes the active object (while viewing through it, you can {{Shortcut|rmb}}-click on the solid rectangular edges to select it). The following actions also assume that you are in camera view ({{Shortcut|pad0}})! Having done so, you can now manipulate the camera using the same commands that are used to manipulate any object:&lt;br /&gt;
&lt;br /&gt;
'''Roll:''' Press {{Shortcut|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”.&lt;br /&gt;
&lt;br /&gt;
'''Vertical Pan or Pitch:''' This is just a rotation along the local X-axis. Press {{Shortcut|R}} to enter object rotation mode, then {{Shortcut|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 [[Doc:2.6/Manual/3D interaction/Transform Control/Axis Locking|axis locking page]]).&lt;br /&gt;
&lt;br /&gt;
'''Horizontal Pan or Yaw:''' This corresponds to a rotation around the camera’s local Y axis… Yes, that’s it, press {{Shortcut|R}}, and then {{Shortcut|Y}} twice!&lt;br /&gt;
&lt;br /&gt;
'''Dolly:''' To dolly the camera, press {{Shortcut|G}} then {{Shortcut|mmb}} (or  {{Shortcut|Z}} twice).&lt;br /&gt;
&lt;br /&gt;
'''Sideways Tracking:''' Press {{Shortcut|G}} and move the mouse (you can use  {{Shortcut|X}} twice or {{Shortcut|Y}} to get pure-horizontal or pure-vertical sideways tracking).&lt;br /&gt;
&lt;br /&gt;
== Aiming the camera in Flymode ==&lt;br /&gt;
When you are in {{Literal|Camera}} view, the [[Doc:2.5/Manual/3D interaction/Navigating#Fly mode|fly mode]] actually moves your active camera…&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;youtube&amp;gt;bTRrHNn-d4w&amp;lt;/youtube&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.5/Manual/Render/Options|Doc:2.5/Manual/Render/Perspective}}&lt;/div&gt;</summary>
		<author><name>wiki&gt;Urkokul</name></author>
		
	</entry>
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