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	<title>Switching Views and Cameras - Revision history</title>
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	<updated>2026-09-04T15:16:34Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<title>LumiBot: Перевод с русской вики (задача №969, LS Dev Hub)</title>
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		<updated>2026-09-02T19:01:11Z</updated>

		<summary type="html">&lt;p&gt;Перевод с русской вики (задача №969, LS Dev Hub)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[ru:Переключение видов и камер]] [[en:Switching Views and Cameras]]&lt;br /&gt;
You can look at the 3D scene from different sides: the program has seven built-in views and any number of cameras that you place in the project yourself. The view is switched using the list on the toolbar of the &amp;#039;&amp;#039;&amp;#039;3D View&amp;#039;&amp;#039;&amp;#039; window. The scene itself doesn&amp;#039;t change — only the point from which you look at it changes.&lt;br /&gt;
&lt;br /&gt;
== List of Views ==&lt;br /&gt;
&lt;br /&gt;
The list is on the toolbar of the &amp;#039;&amp;#039;&amp;#039;3D View&amp;#039;&amp;#039;&amp;#039; window, to the right of the &amp;#039;&amp;#039;&amp;#039;Add Camera&amp;#039;&amp;#039;&amp;#039; button. It has two blocks:&lt;br /&gt;
&lt;br /&gt;
* seven built-in views — &amp;#039;&amp;#039;&amp;#039;Perspective&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Top&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Bottom&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Left&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Right&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Front&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Back&amp;#039;&amp;#039;&amp;#039;;&lt;br /&gt;
* below them — cameras added to the project, listed under their own names.&lt;br /&gt;
&lt;br /&gt;
Selecting an item in the list immediately switches the image in the window. Each view remembers where it was moved to and how far it was zoomed in, so you can switch between &amp;#039;&amp;#039;&amp;#039;Perspective&amp;#039;&amp;#039;&amp;#039; and, say, the &amp;#039;&amp;#039;&amp;#039;Top&amp;#039;&amp;#039;&amp;#039; view as many times as you like: both will stay exactly where you left them.&lt;br /&gt;
&lt;br /&gt;
== Perspective ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Perspective&amp;#039;&amp;#039;&amp;#039; is the main working view, and the one every project opens with. It shows the scene the way the eye sees it: nearby objects appear larger than distant ones. The scene&amp;#039;s background is drawn only in perspective views — in &amp;#039;&amp;#039;&amp;#039;Perspective&amp;#039;&amp;#039;&amp;#039; and in the project&amp;#039;s cameras — so this is where you check what the project will look like &amp;quot;live,&amp;quot; and where GIF previews are captured.&lt;br /&gt;
&lt;br /&gt;
All navigation is available in this view: orbiting around the target (&amp;#039;&amp;#039;&amp;#039;Alt&amp;#039;&amp;#039;&amp;#039; + hold the wheel), first-person rotation (&amp;#039;&amp;#039;&amp;#039;Shift&amp;#039;&amp;#039;&amp;#039; + hold the wheel), panning with the wheel held down, zooming with the wheel, and flying the camera with the &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;D&amp;#039;&amp;#039;&amp;#039; keys. For details, see [[3D Navigation]].&lt;br /&gt;
&lt;br /&gt;
The position of the &amp;#039;&amp;#039;&amp;#039;Perspective&amp;#039;&amp;#039;&amp;#039; view is saved in the project: when you open the project tomorrow, you&amp;#039;ll see the scene from the same angle you saved it at.&lt;br /&gt;
&lt;br /&gt;
== Orthographic Views ==&lt;br /&gt;
&lt;br /&gt;
The other six views look at the scene strictly along an axis, without perspective distortion: parallel lines stay parallel, and distant objects don&amp;#039;t appear smaller than nearby ones. These are working views for precise placement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! View !! What it shows&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Top&amp;#039;&amp;#039;&amp;#039; || Plan: the scene from above, like a layout drawing of the site&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bottom&amp;#039;&amp;#039;&amp;#039; || The same plane from below — for example, fixtures under a canopy or ceiling&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Front&amp;#039;&amp;#039;&amp;#039; || The front face of the object&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Back&amp;#039;&amp;#039;&amp;#039; || The object from the opposite side&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Left&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Right&amp;#039;&amp;#039;&amp;#039; || Side views: fixture heights and offsets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
How orthographic views differ from perspective views:&lt;br /&gt;
&lt;br /&gt;
* The camera doesn&amp;#039;t rotate in them. Only panning (hold the wheel) and zooming (mouse wheel) are available; orbiting, first-person rotation, and &amp;#039;&amp;#039;&amp;#039;W A S D&amp;#039;&amp;#039;&amp;#039; flying don&amp;#039;t work — the view always looks strictly along its own axis.&lt;br /&gt;
* By default the geometry is drawn as an outline — &amp;#039;&amp;#039;&amp;#039;Model Wireframe&amp;#039;&amp;#039;&amp;#039; is turned on. This makes it easier to snap to the model&amp;#039;s edges and to see fixtures that would otherwise be hidden inside a solid-shaded object. It&amp;#039;s toggled in the &amp;#039;&amp;#039;&amp;#039;View → 3D View → Model Wireframe&amp;#039;&amp;#039;&amp;#039; menu (&amp;#039;&amp;#039;&amp;#039;F3&amp;#039;&amp;#039;&amp;#039; key) and is remembered separately for each view until the program is closed.&lt;br /&gt;
* The scene&amp;#039;s background isn&amp;#039;t drawn in orthographic views — the background stays flat.&lt;br /&gt;
* Box selection works best here: selecting a dozen fixtures with a rectangle is easiest in &amp;#039;&amp;#039;&amp;#039;Top&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Front&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* After a project is opened, the first switch to any orthographic view automatically fits the whole scene into the window.&lt;br /&gt;
* The &amp;#039;&amp;#039;&amp;#039;Z&amp;#039;&amp;#039;&amp;#039; key fits the selected objects into view, or, if nothing is selected, returns the view to the center of the scene.&lt;br /&gt;
&lt;br /&gt;
The usual workflow is: the model and overall look are assembled in &amp;#039;&amp;#039;&amp;#039;Perspective&amp;#039;&amp;#039;&amp;#039;, while fixtures are placed and aligned in the orthographic views, switching between &amp;#039;&amp;#039;&amp;#039;Top&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Front&amp;#039;&amp;#039;&amp;#039;, and the side views.&lt;br /&gt;
&lt;br /&gt;
== Project Cameras ==&lt;br /&gt;
&lt;br /&gt;
A camera is a shooting point saved in the project. Cameras are useful when the same angle has to be shown over and over: a front view for the client, a shot for a GIF preview, or the angle from which fixtures are transferred to the mapping with the &amp;#039;&amp;#039;&amp;#039;Magic 2D&amp;#039;&amp;#039;&amp;#039; button. A project can have any number of them.&lt;br /&gt;
&lt;br /&gt;
A new camera is created with the &amp;#039;&amp;#039;&amp;#039;Add Camera&amp;#039;&amp;#039;&amp;#039; button on the toolbar. It appears off to the side of the scene&amp;#039;s center, looks at that center, is named &amp;#039;&amp;#039;&amp;#039;Target Camera&amp;#039;&amp;#039;&amp;#039;, and is immediately selected. In the view list it&amp;#039;s placed below the built-in views.&lt;br /&gt;
&lt;br /&gt;
In the scene the camera is shown as an icon, with a white line running from it to the target point — the spot the camera is looking at. A selected camera is highlighted in red.&lt;br /&gt;
&lt;br /&gt;
=== How to Aim a Camera ===&lt;br /&gt;
&lt;br /&gt;
The fastest way is to set the angle while looking through the camera&amp;#039;s own eyes:&lt;br /&gt;
&lt;br /&gt;
# Select the camera in the view list — the window will show the scene from its point of view.&lt;br /&gt;
# Adjust the framing with the mouse: orbit with &amp;#039;&amp;#039;&amp;#039;Alt&amp;#039;&amp;#039;&amp;#039; + hold the wheel, pan with the wheel held down, zoom with the wheel, fly with &amp;#039;&amp;#039;&amp;#039;W A S D&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
# Switch to any other view. The camera will stay wherever you left it.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s important to understand: while you&amp;#039;re looking through the camera&amp;#039;s eyes, any mouse movement repositions the camera itself — navigating in its view is the same thing as adjusting the camera. If you just need to look around the scene without disturbing the framing you&amp;#039;ve set up, switch to &amp;#039;&amp;#039;&amp;#039;Perspective&amp;#039;&amp;#039;&amp;#039; — its position doesn&amp;#039;t affect anything else.&lt;br /&gt;
&lt;br /&gt;
The second way is to move the camera like any other object. Select it in the scene or by its row in the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; window, and drag it along the axes with the gizmo, or type exact numbers into the &amp;#039;&amp;#039;&amp;#039;X&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Y&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Z&amp;#039;&amp;#039;&amp;#039; fields on the toolbar. The target point can be selected and moved separately: the camera will stay in place but turn to face the new direction.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Z&amp;#039;&amp;#039;&amp;#039; key has no effect on cameras: cameras aren&amp;#039;t taken into account when fitting the scene into the window, so the view doesn&amp;#039;t &amp;quot;fly off&amp;quot; because of a camera standing far away from the object.&lt;br /&gt;
&lt;br /&gt;
=== Camera Parameters ===&lt;br /&gt;
&lt;br /&gt;
Select the camera and the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window will show its parameters (the &amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039; section).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Parameter !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Visibility&amp;#039;&amp;#039;&amp;#039; || Show the camera icon in the scene. Doesn&amp;#039;t affect the view from the camera itself.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Lock&amp;#039;&amp;#039;&amp;#039; || The camera stops being selectable with the mouse in the scene — you won&amp;#039;t catch it with a click or a selection box while placing fixtures nearby. It can still be selected by its row in the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; window.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Field of View, degrees&amp;#039;&amp;#039;&amp;#039; || The width of the frame. 45° by default. A smaller value zooms in and &amp;quot;flattens&amp;quot; the perspective; a larger one gives a wide-angle shot with strong distortion at the edges. Values from 1 to 175 are allowed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Focal Length, mm&amp;#039;&amp;#039;&amp;#039; || The same thing, but in the millimeters a photographer is used to, for a 35 mm frame. The two parameters are linked: change the field of view and the focal length is recalculated, and vice versa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The camera&amp;#039;s name is edited in the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; window, in the &amp;#039;&amp;#039;&amp;#039;3D Object&amp;#039;&amp;#039;&amp;#039; column (see [[3D Objects]]). A camera is deleted like any other scene object, with the &amp;#039;&amp;#039;&amp;#039;Delete&amp;#039;&amp;#039;&amp;#039; key.&lt;br /&gt;
&lt;br /&gt;
== Where Else the View Is Selected ==&lt;br /&gt;
&lt;br /&gt;
Besides the list on the toolbar, the view is selected in two more places — and that&amp;#039;s where cameras placed in advance come in handy.&lt;br /&gt;
&lt;br /&gt;
; &amp;#039;&amp;#039;&amp;#039;Export&amp;#039;&amp;#039;&amp;#039; tab, &amp;#039;&amp;#039;&amp;#039;Select View&amp;#039;&amp;#039;&amp;#039; field&lt;br /&gt;
: Sets the point from which the GIF preview of compositions is captured. The list includes &amp;#039;&amp;#039;&amp;#039;Mapping Preview&amp;#039;&amp;#039;&amp;#039; (the preview is captured from the mapping plane rather than the scene), &amp;#039;&amp;#039;&amp;#039;Perspective&amp;#039;&amp;#039;&amp;#039;, and the project&amp;#039;s cameras; orthographic views aren&amp;#039;t offered here. To see in advance what will land in frame, enable &amp;#039;&amp;#039;&amp;#039;View → 3D View → Show 3D GIF Bounds&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;F5&amp;#039;&amp;#039;&amp;#039; key): the edges of the window will darken, leaving the future preview&amp;#039;s square area light. For more, see [[Настройки GIF превью]] and [[Экспорт композиций]].&lt;br /&gt;
&lt;br /&gt;
; &amp;#039;&amp;#039;&amp;#039;Magic Settings&amp;#039;&amp;#039;&amp;#039; window, &amp;#039;&amp;#039;&amp;#039;Select Camera&amp;#039;&amp;#039;&amp;#039; field&lt;br /&gt;
: Sets which view fixtures are transferred from 3D to the mapping with, using the &amp;#039;&amp;#039;&amp;#039;Magic 2D&amp;#039;&amp;#039;&amp;#039; button. Both orthographic views and the &amp;#039;&amp;#039;&amp;#039;None&amp;#039;&amp;#039;&amp;#039; option are available here, and choosing a camera immediately switches the &amp;#039;&amp;#039;&amp;#039;3D View&amp;#039;&amp;#039;&amp;#039; window to that view — so you can see exactly what will be transferred. For more, see [[3D Панель инструментов]] and [[Связь 2D и 3D]].&lt;br /&gt;
&lt;br /&gt;
== What Is Saved in the Project ==&lt;br /&gt;
&lt;br /&gt;
* The project&amp;#039;s cameras — their position, target point, field of view, and name.&lt;br /&gt;
* The position of the &amp;#039;&amp;#039;&amp;#039;Perspective&amp;#039;&amp;#039;&amp;#039; view.&lt;br /&gt;
* Orthographic views aren&amp;#039;t saved in the project: when it&amp;#039;s opened they fit the whole scene into the window again.&lt;br /&gt;
* The project always opens in the &amp;#039;&amp;#039;&amp;#039;Perspective&amp;#039;&amp;#039;&amp;#039; view, no matter which view was selected at the moment of saving.&lt;br /&gt;
* The &amp;#039;&amp;#039;&amp;#039;Model Wireframe&amp;#039;&amp;#039;&amp;#039; toggle is remembered for each view, but only until the program is closed.&lt;br /&gt;
&lt;br /&gt;
== Also Worth Knowing ==&lt;br /&gt;
&lt;br /&gt;
* The icons of cameras, projections, and splines can be hidden from the picture entirely — &amp;#039;&amp;#039;&amp;#039;View → 3D View → Helper 3D Objects&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;F4&amp;#039;&amp;#039;&amp;#039; key). This is the first thing worth turning off before showing the scene to a client or capturing a preview.&lt;br /&gt;
* If a camera gets lost in a large scene, find it by its row in the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; window: selection in the list and in the scene is shared.&lt;br /&gt;
* Settings that are common to all views — background color and image, visibility bounds — are opened in the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window when nothing is selected in the scene; they&amp;#039;re covered in the article [[Задний фон и настройки камеры]].&lt;/div&gt;</summary>
		<author><name>LumiBot</name></author>
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