Camera Functions
A list of functions for using cameras, including how to project and unproject them, saving views and snapshots, and commands for moving the camera, can be found in the table below.
Function |
How to access it |
What it does |
Opens this dialog box |
Notes |
View all selected areas |
• Menubar | Camera > View All • Keyboard | A • Mouse | |
Fills the canvas with all selected areas (or all objects in the project if nothing is selected). |
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For the mouse gesture: press and hold \, click and drag in the direction indicated. (A thin red line traces gestures onscreen.) |
Load Alembic or FBX Camera |
• Menubar | Camera > Load Camera |
Loads a 3rd party .abc or .fbx camera view point of the current model. (The view point may seem arbitrary, depending on the model) |
Load Camera |
File format is .abc or .fbx |
Project onto the front patches from the current view |
• Menubar | Camera > Quick Project Front |
Loads the data from the file set in the Quick Projection dialog. The result is projected onto the patches of the model visible from the current view, and baked on. |
Quick Projection (if details have not already been set) |
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Project onto all images from the current view |
• Menubar | Camera > Quick Project Through |
Loads the data from the file set in the Quick Projection dialog. The result is projected onto all patches of the model (whether visible in the current view or not) and baked on. |
Quick Projection (if details have not already been set) |
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Unproject from the current view |
• Menubar | Camera > Quick Unproject |
Saves the current baked painting, as visible in the current view, to an image file (as set in the Quick Projection properties dialog box). |
Quick Projection (if details have not already been set) |
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Set up quick projection |
• Menubar | Camera > Quick Projection Settings |
Lets you set the image Resolution, Path and Lighting setup for the projected file. |
Quick Projection |
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View left side of model |
• Menubar | Camera > Camera Left • Keyboard | 1 |
Changes the view to show the “left” side of the model. |
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Model's “left” (may seem arbitrary, depending on the model). |
View right side of model |
• Menubar | Camera > Camera Right • Keyboard | 2 |
Changes the view to show the “right” side of the model. |
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Model's “right” (may seem arbitrary, depending on the model). |
View top of model |
• Menubar | Camera > Camera Top • Keyboard | 3 |
Changes the view to show the “top” of the model. |
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Model's “top” (may seem arbitrary, depending on the model). |
View bottom of model |
• Menubar | Camera > Camera Bottom • Keyboard | 4 |
Changes the view to show the “bottom” of the model. |
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Model's “bottom” (may seem arbitrary, depending on the model). |
View front of model |
• Menubar | Camera > Camera Front • Keyboard | 5 |
Changes the view to show the “front” the model. |
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Model's “front” (may seem arbitrary, depending on the model). |
View back of model |
• Menubar | Camera > Camera Rear • Keyboard | 6 |
Changes the view to show the “rear” the model. |
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Model's “back” (may seem arbitrary, depending on the model). |
Reset the camera |
• Menubar | Camera > Reset Camera |
Resets the physical camera attributes within the viewport including the focal point of the camera. |
Article: Take a look at the Differences between 'Reset navigation settings to their default' and 'Reset Camera' article. |
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Create a projector |
• Right-click | in Projectors Palette > Create Projector • Button | Projectors Palette > |
Sets the current camera and paintable region, to frame a particular view on the model. |
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Use the view saved in a particular projector |
• Right-click | Projector in Projectors Palette > Make Projector Current |
Changes the current view to the view set in the selected projector. |
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Save the current camera view |
• Right-click | Projector in Projectors Palette > Save Projector • Button | Projectors Palette > |
Saves the current projector (including all details of the view) to disk. |
Save |
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Save all projectors defined in the project |
• Right-click | in Projectors Palette > Save All Projectors |
Saves all the projectors currently defined in the project. Mari saves all the projectors as a single file. |
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File format is .mpc (Mari Projector Collection). |
Load projectors from disk |
• Right-click | in Projectors Palette > Load Projector • Button | Projectors Palette > |
Loads one or more projectors from a file, and changes the current view to the first projector in the file. |
Load |
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Save a snapshot from a projector to a file |
• Right-click | Projector in Projectors Palette > Unproject |
Saves the current baked painting from the selected projector to an image file. |
Save Unprojected Image (if Output Path has not been set yet) |
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Load image data from the current projector |
• Right-click | Projector in Projectors Palette > Project |
Loads the data from the file specified for that projector, projects it onto the model, and bakes it on. |
Pick Path (if Input Path has not been set yet) |
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Load image data into the paint buffer from the current projector |
• Right-click | Projector in Projectors Palette > Import Image |
Loads the data from the file specified for that projector, and puts it into the paint buffer. |
Pick Path (if Input Path has not been set yet) |
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Load a projector |
• Right-click | Projector in Projectors Palette > Make Projector Current |
Displays the current project with that projector (camera and paintable region). |
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Remove a projector |
• Right-click | Projector in Projectors Palette > Remove Projector • Button | Projectors Palette > |
Deletes that projector. |
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Generate a render turntable from a projector |
• Right-click | Projector in Projectors Palette > Render Turntable |
Takes the scene as viewed through the selected projector, and creates a series of images showing the scene rotating through an axis. You can include custom text or thumbnails of reference images in the turntable. |
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Generate a diagnostic turntable from a projector |
• Right-click | Projector in Projectors Palette > Diagnostic Turntable |
Takes the scene as viewed through the selected projector, and creates a turntable for a set of channels. The turntable has flat lighting and uses the default shader. |
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Orbit |
• Mouse | Alt and drag |
Drag to orbit the model in 3D space. |
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Keys plus mouse movement, uses last mouse click as pivot point. |
Zoom |
• Mouse | Alt+Ctrl/Cmd and drag left or right |
Drag left to zoom out, right to zoom in. |
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Keys plus mouse movement. |
Pan |
• Mouse | Alt+Shift and drag |
Drag the model to a different place on the canvas. |
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Keys plus mouse movement |
Roll |
• Mouse | Ctrl/Cmd+R and drag |
Drag up to roll the model clockwise, left to roll counterclockwise |
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Keys plus mouse movement. |
Focus |
• Keyboard | F |
Re-centers view on selected patch(es). |
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If no patches are selected, focuses on the center of the model. |
Switch to Ortho Camera |
• Keyboard | F10 |
Switches the canvas view to Orthographic mode. |
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Switch to Perspective Camera |
• Keyboard | F11 |
Switches the canvas view to Perspective mode. |
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Enables the Near, Far, and FoV fields. See Projectors Palette Fields for more information. |
Switch to UV Camera |
• Keyboard | F12 |
Switches the canvas view to UV mode. |
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Reset the model position |
• Keyboard | 1 |
In the UV view, resets the model to its default position. |
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Rotate the model 90 degrees counter-clockwise |
• Keyboard | 2 |
In the UV view, rotates the model 90 degrees counter-clockwise from the default position. |
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Rotate the model 180 degrees counter-clockwise |
• Keyboard | 3 |
In the UV view, rotates the model 180 degrees counter-clockwise. |
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Rotate the model 270 degrees counter-clockwise |
• Keyboard | 4 |
In the UV view, rotates the model 270 degrees counter-clockwise. |
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