Editing Viewpoints

You can edit by hand any viewpoints attributes, including camera position, field of view, speed of motion and saved attributes. All entries are measured in scene units (see

If accessed from Viewpoint, Edit Current Viewpoint , the Edit Viewpoint dialog box allows editing of the current viewpoint's attributes. Alternatively, if accessed via the saved viewpoints list by right-clicking on a viewpoint or animation frame and choosing edit, this dialog allows editing of the currently selected viewpoint's or frame's attributes as outlined below:

    Editing a viewpoint

    • To edit a saved viewpoint, right click on the viewpoint in the Viewpoint dialog and choose Edit from the context menu.

    • Alternatively, to edit the current main navigation viewpoint, go to Viewpoint, Edit Current Viewpoint

    • Or to edit a thumbnail's viewpoint, right click on the thumbnail and choose Edit Viewpoint from the context menu.

    The Edit Viewpoint dialog box is displayed.

  1. Set the camera position's x-, y- and z- coordinates using the Position boxes.

  2. Set the focal point's x-, y- and z- coordinates of the camera using the Look At boxes.

    Enter the Vertical Field Of View and Horizontal Field Of View . If the units are set to degrees, then these numbers should be between 0.1 and 90 and if in radians, between 0.002 and 3.124. See for more details on what field of view means.

  3. Enter the Roll of the camera about its viewing axis. This value is not editable where the world up vector stays upright (i.e. in walk, orbit and turntable modes).

  4. Enter the speed of motion in a straight line for the viewpoint in the Linear Speed box (the minimum value is 0 and the maximum is based on the size of the scene's bounding box).

  5. Enter the speed of turning for the viewpoint in the Angular Speed box.

  6. If the viewpoint being edited is a saved viewpoint (i.e., selected from the Viewpoint control bar), checking the check box of a saved attribute will store that attribute with the viewpoint. See for more details.

  7. Click on the Collision Detection, Settings... button to open the collision detection dialog:

    • Check the Collision Detection check box to activate collision detection

    • Check the Gravity check box to activate gravity

    • Check the Auto Crouch check box to activate crouching

    • In the Viewer, Radius text box, enter a value for the radius of the collision volume. See

    • In the Viewer, Height text box, enter a value for the height of the collision volume. See

    • In the Viewer, Eye Offset text box, enter a value for the distance below the top of the collision volume, where the camera will focus upon when auto zoom is activated.

    • Check the Third Person, Enable check box to view from a third person perspective.

    • Check the Auto Zoom check box to automatically zoom from third person view into first person view, whenever the line of vision is obscured by an item in the model scene.

    • From the Third Person, Avatar drop-down, select the avatar you wish to represent yourself as. See

    • In the Third Person, Angle text box, enter the angle at which you wish to look at the avatar. For example, zero degrees will be directly behind and 15 degrees will be looking down on the avatar at a 15 degree angle.

    • In the Third Person, Distance text box, enter the distance behind the avatar, from which you wish to view from.

    • Click OK to accept the settings, or Cancel to return to the Edit Viewpoint dialog without changing the settings.

  8. Click OK to set the viewpoint or Cancel to exit the dialog without setting it.

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