8

Free Camera 1215
the viewport. If you first selected a camera, the
camera is move d to match the Perspective view.
3ds Max also changes the v iewport to a camera
view por t for the camera object, and makes the
camera the currently selected object.
Fr e e Ca m era
Create panel > Cameras > Free
Create menu > Cameras > Free Camera
Free cameras view the area in the direction where
the camer a is aimed. Unlike target cameras, which
have two independent icons for the target and
the camera, free cameras are represented by a
single icon, making them easier to animate. Free
cameras c an be used when the camera’s position is
animated along a
trajectory (page 3–1119)
,asin
awalkthroughofabuildingorwhenthecamera
is attached to a moving vehicle. The free camera
canbankasittravelsalongthepath.Ifthecamera
needs to be directly overhead in a scene, use a free
cameratopreventitfromspinning.
A free camera can move and be oriented without
restrictions.
Initial Direction of a Free Camera
A free cameras initial direction is along the
negative Z axis of the active construction grid of
the viewport you click.
In other words, if you click in an orthogonal
viewport, the initial camera direction is directly
away from you. Clicking the Top viewport aims
the camera downward, clicking the Front viewport
aimsthecameraatthescenefromthefront,and
so on.
Clicking in a Perspective, User, Light, or Camera
viewport aims the f ree camera downward, along
thenegativeZaxisoftheWorldCoordinate
System.
Because the camera is created on the act ive
construction plane, where you also create
geometry,youmighthavetomovethecamera
before you can see objects in its Camera viewport.
Check the camera’s position from several
view por ts to correct.
Procedure
To create a f ree camer a:
1.
From the Create menu, choose Cameras
> Free Camera, or click Cameras on the Create
panel, then click Free on the Object Type
rollout.
2. Click the viewpor t location where you want the
camera to be.
The kind of viewport you click determines the
free camera’s initia l direction.
The camera is now p art of the scene.
3. Set the creation parameters.
4. Rotate and move the camera to adjust the point
of view.
Interfa ce
See
Common Camera Parameters (page 2–1218)
.