Cameras palette > Local move camera > Twist

Tilting the Perspective View


Purpose

Turns the perspective view in the viewing plane as if you were watching the scene while tilting your head.

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Note: Twist can only be used in a Perspective window. It does not apply to orthographic windows.

How to Use - Example

1
Place the cursor in the perspective window and click a mouse button to make the window active.
2
In the Tool Palette, select Twist from the Cameras > Local move camera cascading menu, or click this icon.
3
Position the cursor in the perspective view and click-drag with the mouse.

Using Cursor keys

Pressing an arrow key once moves the cursor one pixel in the corresponding direction, by default.

You can use the four keyboard arrow cursor keys (pointing up, down, left, and right) to twist incrementally. The distance moved depends on the arrow size set in the Interface Options box (Preferences > Interface > Interface options-).

  • To twist the view clockwise, press the Up or Right arrow keys.
  • To twist the view counter-clockwise, press the Down or Left arrow keys.
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Note: When working with a large model, the speed at which the screen is redrawn during a Twist operation can be increased by decreasing the Motion Precision in the Preferences > Performance options window. See Setting Performance Options on page 519 for details.

Using the Keyboard

You can also type the twist angle from the keyboard when the system prompts:



Enter twist angle (ABS/REL):

Type the angle and press Enter. The view is twisted by or to the angle given. A positive angle turns the view clockwise (by turning the camera counter-clockwise).

Twist Options

Select Cameras palette > Local move camera > Twist- to display the Twist Options box.

Eye/View/Up

These sliders let you define a view by positioning the camera. The view is determined by the eye position, view point position, and up vector end point. These nine fields contain floating-point values. They represent, from left to right, the X, Y, and Z coordinates for each of the three camera parameters. To see the camera as you modify it, use DisplayTgls > Object Toggles > Camera.

Zoom

The Zoom slider also takes a floating-point value which defines the extent of the camera's field of view. Values must be positive in the range of 0.2 to 179.
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Note: For windows other than the Perspective window (orthographic), two of the three Eye and View values must be the same, and two of the three Eye and Up values must be the same. If they are all different, or are all the same, the results are unpredictable. This is because viewing operations on orthographic windows are performed on the window itself rather than the camera of the window.

Cameras palette > Local move camera > Azimuth/elevation

Revolving the View Around a Center of Interest


Purpose

Revolves the camera about the center of interest in the perspective view.

How to Use

1
Place the cursor in the perspective window and click a mouse button to make the window active.
2
In the Tool Palette, select Azimuth/elevation from the Cameras > Local move camera cascading menu, or click its icon.
As the cursor is moved, the view rotates about the center of interest (initially the origin).

Using the Mouse

  • To rotate horizontally, click and drag the middle mouse button.
  • To rotate vertically, click and drag the right mouse button.
  • To rotate the view both horizontally and vertically, click and drag the left mouse button.

Release the mouse button when the desired angle is reached.

The view rotates about the center of interest, which is the viewpoint of the perspective camera. To position the camera's viewpoint select DisplayTgls > Object Toggles >Camera to display the perspective window camera. When you can see the camera, the viewpoint can be picked using Pick > Component, and then positioned by selecting Xform > Move.

When working with a large model, the speed at which the screen is redrawn during an Azimuth/elevation operation can be increased by decreasing the Motion Precision in the Preferences > Performance options window .

To identify a particular point as the center of interest, move the camera's view icon so that the target end is at that point of interest. Subsequent manipulation of the camera with Azimuth/elevation now keeps that point in the center of the view.

Using Cursor Keys

You can use the four cursor keys (arrows pointing up, down, left, and right on the keyboard) to rotate incrementally. The amount moved depends on the arrow size set in the Interface Options box (Preferences > Interface > Interface options-).

Pressing an arrow key once moves the cursor one pixel in the corresponding direction, by default.

  • To rotate the view horizontally about the up point of the camera (azimuth), press either the left or right arrows.
  • To rotate the view vertically (elevation), press either the up or down arrow.

Using the Keyboard

You can type the azimuth and elevation angles from the keyboard when the system prompts:



Enter azimuth and elevation angles (REL):

Type the angle and press Enter.

  • A positive azimuth moves the camera around to the left.
  • A positive elevation moves the camera up under the scene.

Azimuth/Elevation Options

Select A zimuth/elevation- to display the Azimuth/Elevation Options box.

Eye/View/Up

These sliders let you define a view by positioning the camera. The view is determined by the eye position, view point position, and up vector end point. These nine fields contain floating-point values. They represent, from left to right, the X, Y, and Z coordinates for each of the three camera parameters. To see the camera as you modify it, use DisplayTgls > Object Toggles >Camera.

Zoom

The Zoom slider takes a floating-point value which defines the extent of the camera's field of view. Values must be positive in the range of 0.2 to 179.
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Note: For windows other than the perspective window (orthographic view), two of the three Eye and View values must be the same, and two of the three Eye and Up values must be the same. If they are all different, or are all the same, the results are unpredictable. This is because viewing operations on orthographic windows are performed on the window rather than the camera of the window.
Azimuth/elevation does not apply to orthographic views. To revolve the camera about the origin, see Tumbling the View on page 475.
Azimuth/elevation is always relative.

Cameras > Local move camera > Yaw/ pitch

Changing the Viewpoint of the Camera


Purpose

Changes the viewpoint of the camera (i.e. what the camera is looking at) in a perspective view.

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Note: Yaw/pitch can only be used in a Perspective window. It does not apply to orthographic windows. Yaw/pitch is always relative.

How to Use - Example

1
Position the cursor in the perspective window and click a mouse button to make the window active.
2
In the Tool Palette, select Yaw/pitch from the Cameras > Local move camera cascading menu, or click this icon.
3
Click and drag the left mouse button. As the cursor is moved, the camera's view changes, that is the view and up points change, while the eyepoint remains fixed.

Using the Mouse

  • To rotate the view horizontally, click and drag the middle mouse button.
  • To rotate the view vertically, click and drag the right mouse button.
  • To rotate the view horizontally and vertically, click and drag the left mouse button.
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Note: When working with a large model, the speed at which the screen is redrawn during a Yaw/pitch operation can be increased by decreasing the Motion Precision in the Preferences > Performance options window. See Setting Performance Options on page 519 for details.

Using Cursor Keys

You can use the four arrow cursor keys (arrows pointing up, down, left, and right on the keyboard) to rotate incrementally. The amount moved depends on the arrow size set in the configuration options (Preferences > Interface > Interface options).

Pressing a cursor key once moves the arrow one pixel in the corresponding direction, by default.

  • To rotate the viewpoint left or right (yaw), press the left or right arrow key.

Be careful to keep the red cursor positioned within the window when using the cursor keys.

  • To rotate the view and up points (pitch), press the up or down arrow key.

Using the Keyboard

You can type the yaw and pitch angles from the keyboard when the system prompts:



Enter yaw and pitch angles (REL):

Type the angles separated by a space or comma, and press Enter.

Yaw/Pitch Options

Select Yaw/pitch- to display the Yaw/Pitch Options box..

Eye/Vew/Up

These sliders let you define a view by positioning the camera. The view is determined by the eye position, view point position and up vector end point. These nine fields contain floating-point values. They represent, from left to right, the X, Y, and Z coordinates for each of the three camera parameters. To see the camera as you modify it, use DisplayTgls > Object Toggles > Camera.

Zoom

The Zoom slider also takes a floating-point value which defines the extent of the camera's field of view. Values must be positive in the range of 0.2 to 179.
>
Note: For windows other than the Perspective window (orthographic), two of the three Eye and View values must be the same, and two of the three Eye and Up values must be the same. If they are all different, or are all the same, unpredictable results occur. This is because viewing operations on orthographic windows are performed on the window rather than the camera of the window.
Yaw/Pitch does not apply to orthographic windows and is always relative.




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