View Submenu

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View Submenu

Local coordinate handles. The handles on cameras, objects, or meshes can be oriented along either the global coordinate axes, or the axes of the item itself, this menu check item controls which is displayed.

Path-relative handles. The handles are positioned using the camera path: slide the camera along the path, inwards with respective to curvature, or upwards from the curvature. This option applies only for cameras and objects.

Stereo Display. If in a stereo shot, selects a stereo display from both cameras. See Perspective View Settings to configure.

Treat wireframes as solid. Affects hit-testing of the mouse on wireframe meshes. When off, the mouse must be over one of the wires to hit, whereas if on the mouse can be anywhere inside a facet (triangle), as if the mesh was being drawn solid. Controls the preference of the same name as well.

Affect whole path. Moves a camera or object and its trackers simultaneously. See 3-D Control Panel.

Whole affects meshes. Controls whether or not the Whole button affects meshes as it moves a scene. Keep on if you have already placed the meshes, turn off if you are moving the scene relative the meshes to align it.

Reset 2D zoom. Any 2-D zoom into the perspective viewport image is removed, so that the entire field of view and image are visible.

Reset FOV. Reset the field of view to 45 degrees.

Lock position only. When on, modifies the normal Lock mode so that the perspective view follows only the position of the camera, not the orientation and field of view as well as normal. This permits the perspective view to be used as a 360 VR

viewer, in conjunction with the Create Spherical Screen script. Don't leave this on for general use, as it may adversely affect operations that expect the regular lock.

Perspective View Settings. Brings up the Scene Settings dialog , which has many sizing controls for the perspective view: clip planes, tracker size, etc.

Projection Screen Adjust. Brings up the “Projection Screens/Perspective Projection Screen Adjust” script, which allows you to adjust some largely behind-the-scenes parameters controlling how a semi-physical automatically-generation projection screen is sometimes used by the perspective view to display your background images, typically to mimic distortion, but occasionally for other alignment purposes. See the section Image Overlay and Projection Screens .

Show selection handles. The selection handles are shown in the viewport; you can use this control to hide them to declutter when painting etc.

Show bones. The GeoH bone objects are shown in the viewport; you can use this control to hide them to declutter when painting etc.

Isolate object layer. When a single GeoH object is selected and this mode is on, the weight map of this object only is shown, rather than the composite map normally shown.

Lock Selection. Prevents the selection from being changed when clicking in the viewport, good for dense work areas.

Freeze on this frame. Locks this perspective view at the current frame; you can use it to look at the scene from a certain view or frame while you work on it on a different frame in other viewports. Handy for working with reference shots.

Keyboard commands ‘A’, ‘s’, ‘d’, F’, ‘.’, ‘,’ allow you to quickly change the frozen frame (with the default keyboard map).

Unfreeze. Releases a freeze, so the perspective view tracks the main UI time.

Show Only Locked. When the perspective view window is locked to a particular object (and image), only the trackers for that particular object will be shown.

Show as Dots. Trackers are shown as fixed-size dots instead of 3-D triangle markers.

This reduces clutter at the expense of less ability to assess depth.

Solid Meshes. Shows meshes as solids; otherwise, wire frames. This control is independent of the main-menu setting, which is used for the camera view. The solid mesh mode can be set separately for each perspective window.

Outline Meshes. When solid meshes are shown, outline meshes causes the wire frame to be overlaid on top as well, making the triangulation visible.

Cartoon Wireframe Meshes. A special wireframe mode where only the outer boundary and any internal creases are visible, intended for helping align set and object models.

Lit wireframes. When on, wireframes are lit in the perspective view (for this perspective view). When off, they are the flat solid color. A preference in the Appearance area is used as a default for new perspective views.

Occluded wireframes. When on, meshes occlude the wireframes as if they are solid, even though only the wireframe is drawn. This is a more complex and time- consuming type of draw. NOTE : in this mode, you can counter-intuitively click on occluded portions of wireframe, because the hit-testing does not know that the

occluded portions have not been shown. Also note that the wireframes are drawn a pixel wider in this mode to maintain their visibility.

Horizon Line. Shows the (infinitely far away) horizon line in the perspective window.

Sticky preference-type item.

Camera Frustum. Toggles the display of camera viewing frustums—the visible area of the camera, which depend on field of view, aspect, and world size.

Show Object Paths Submenu:

Show no paths. Paths aren't shown for any cameras or moving objects.

Show all paths. Paths are shown for all cameras and moving objects.

Show selected object. The path is shown for the selected camera or moving object, if any.

Show selected and children. The paths are shown for the selected camera or moving object, plus its GeoH children.

Time Burn-in Submenu:

Note: these settings affect the camera view also, and are similarly situated on the Camera View’s View submenu.

Frame Number. Display the frame number.

Force-Match Frame. Displays the frame number as if Match Frame Numbers was on, even if it isn’t. Can be useful to show the full matching frame number in the burn- in, without having to use a terribly long frame number in the user interface, a “best of both worlds” approach.

Timecode. Display the timecode, if available, otherwise the frame number. Normally a colon (“:”) separates the seconds and frame counts; for drop-frame coding, a semi-colon (“;”) separates the two.

Timestamp. Display the timestamp, if available, otherwise a self-generated timestamp in seconds based on the frame number. The self-generated timestamp is identified by a plus sign(+) after the time, to contrast in with one extracted from the imagery.

In Preview Movie. Burn the selected value into only preview movies.

In Both. Burn the selected value into the preview movie and interactive display.

In Perspective. Burn the selected value only into the interactive perspective views.

In Nowhere. Don’t burn anything in anywhere.

View/Reload mesh. Reloads the selected (imported) mesh, if any, from its file on disk.

If the original file is no longer accessible, allows a new location to be selected.

Other “show” controls in the View menu are described on the main window’s view

menu.

©2024 Boris FX, Inc. — UNOFFICIAL — Converted from original PDF.