Camera Animation
Cameras use a keyframe-based animation system with spherical (orbit) movement.
Keyframes
Add Keyframe – Create a new keyframe (interpolated from existing keyframes).
Delete Keyframe – Remove a keyframe (requires at least 2 keyframes).
Reorder Keyframes – Drag and drop keyframes to reorder them.
Force Regenerate – Regenerate the camera animation path from keyframes. A pending indicator appears when regeneration is queued.
Keyframe Settings
Frame – The frame number where this keyframe occurs (0 to total frames - 1).
Radius – Distance from the target (5-100).
Rotation Y – Horizontal rotation around the target in degrees (-180 to 180).
Rotation X – Vertical rotation around the target in degrees (-90 to 90).
Target Anchor – Where the camera looks:
- None (Absolute): Use absolute target position
- Data Bounds: Target the data container's bounding box
- Entity Anchor: Target a specific entity's anchor point
Bounding Box Position (Data Bounds Mode) - When targeting data bounds, select the anchor position:
- X: Left, Center, Right
- Y: Bottom, Center, Top
- Z: Back, Center, Front
Target Position / Offset – Position [X, Y, Z] where the camera is looking (-100 to 100). When using an anchor, this becomes an offset from the anchor point.
Easing – Animation easing between keyframes:
- Linear: Constant speed
- Power2 In/Out/InOut: Quadratic easing
- Power3 In/Out/InOut: Cubic easing
- Back In/Out/InOut: Backward motion easing
Animation Playback
Play/Pause – Control animation playback in the editor.
Timeline Sync – When editing a keyframe, the timeline automatically jumps to that keyframe's frame number.