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Setting Up Cameras โ€‹

Cameras define how your scene is viewed and rendered in Foxel.

Foxel supports two main camera types:

  • Orbit Camera
    Rotates around a focus point and is useful for presenting objects and scenes from different angles.

  • First Person Camera
    Moves through the scene from a first-person perspective and is useful for exploration and walkthrough-style views.

For details about camera object types, see Cameras.

Creating Cameras โ€‹

There are multiple ways to create a camera.

Create from the Object Menu โ€‹

To create a new camera object, use:

Object > Create > Orbit Camera
or
Object > Create > First Person Camera

This creates a new camera in the scene that you can position and configure manually.

Create from the Current View โ€‹

You can also create a camera from your current viewport view.

  1. Navigate to the view you want to capture.
  2. Open the camera menu from the Header Bar.
  3. Choose the option to create a new camera from the current view.

This is useful when you already have the exact angle and framing you want and want to store it as a camera.

Camera Properties for Rendering โ€‹

Each camera has properties that affect rendering.

Resolution โ€‹

Each camera includes a Resolution property that defines the output size for rendered images and animations.

Render Settings โ€‹

Cameras can use their own environment settings and render effects. These settings can be adjusted in the Inspector.

This allows different cameras in the same scene to use different visual setups.

Render Profiles โ€‹

Render setting profiles can be managed from the menu buttons next to the Environment Settings and Render Effects sections.

These menus let you create, load, and save profiles, making it easier to reuse visual setups across cameras and projects.

Animating Camera Settings โ€‹

Most camera and render-related properties can be animated with keyframes.

Using the Timeline, you can animate changes over time, such as camera movement or visual settings, as part of a scene or movie.