2017

Table Of Contents
(a) Camera eye (b) Near clipping plane (c) Far clipping plane (d) Camera interest point or look-at point
If you place a surface within the frustum, it is visible in the final animation. If the surface is located outside
the scope of the frustum, it is not visible at that frame in the animation.
Viewing the Camera and Frustum
To see the camera and frustum:
1 From the View box, select Side.
2 In the image window controls, click
to zoom out from the scene.
3 Select Pan in the Tools box and pan around the scene until you see the camera eye icon. Alternatively,
use Orbit mode to pan around the scene in circular motion.
4 Go to the Camera menu and drag the Roll field until you see the four sides of the frustum.
5 To modify the frustum, do one of the following:
Change the position of the near clipping planes to alter the depth of the frustum. See Moving the
Clipping Planes
(page 621).
Change the position of either the camera eye or the camera's point of interest to alter the orientation
of the frustum. See
Moving the Camera Eye and Point of Interest (page 622).
Enter a value in the FOV (field of view) field to adjust the width of the camera frustum.
Moving the Clipping Planes
The camera frustum is determined by six clipping planes: the left, right, top, bottom, near, and far clipping
planes. The depth of the frustum is affected by the near and far clipping planes. The values for these channels
are expressed in units relative to the position of the camera eye.
Action Cameras | 621