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34 Chapter 2: Viewing and Navigating 3D Space
intensity as objects approach the falloff boundary.
See
Using Lights (page 2–1128)
.
MovingaCameraorLightView
You move a camera or light view by clicking one of
the follow i ng buttons and dragging in the camera
or light viewport.
Dolly (page 3–788)
moves the camera or
light along its line of sight.
Truck (page 3–791)
moves the camera or
light and its target parallel to the view plane.
Pan (page 3–791)
moves the target in a
circle around the camera or light. This button
is a f lyout that shares t he same location with
Orbit.
Orbit (page 3–791)
moves the camera
or light in a circle around the target. The
effect is similar to Arc Rotate for non-camera
viewports.
Rolling a Camer a or Light V i ew
Rolling a came ra
Click
Roll (page 3–790)
, and drag in a camera
or a light viewport to rotate the camera or light
about its line of sight. The line of sight is defined
asthelinedrawnfromthecameraorlighttoits
target. The line of sight is also t he same as the
camera’s or the light’s loca l Z axis.
Ch ang ing Came ra Perspe ctive
Changing perspective
Click
Perspective (page 3–789)
, and drag in
a camera viewport to change the Field of View
(FOV) and dolly the camera simultaneously. The
effect is to change the amount of perspective flare
while maintaining the composition of the view.
Adaptive Degradation Toggle
Views menu > Adaptive Degradation Tog gle
Keyboard > O (the letter O)
When on (the default), the Adaptive Degradation
Toggle supersedes the
adaptive degradation
(page 3–999)
that can occur w hen you transform
geometry, change the view, or play back an
animation in a shaded viewport. In this case,
the geometry remains shaded even if that slows
dow n viewport display and animation playback.
Animation playback might drop frames if the
graphics card cannot display frames in real t ime.
Turn off the Adaptive Degradation Toggle if you
have large models you need to navigate around
and if you are finding performance slugg ish.