general:interface_navigation:camera_menu

3DCoat has a very intuitive and extensive set of Mouse Gestures and keyboard shortcuts which help you view your workspace and 3D scenes.
We’ve tried to include, also, the most common navigation conventions used in the most popular 3D applications, as well as the means for you to customize these to nearly anything you like.

Common across all Rooms are the default methods of viewing your scene and individual models in the 3D Viewport. Since nearly all input devices use “mouse” navigation as a base for defining usage:

  • When not engaging any of the “E” Panel tool modes, dragging in empty space in the Viewport while holding down the Left mouse button will rotate the Camera (your view) around the scene.

When “E” Panel tools are being used (or some specific Voxel tools), add the “Alt/Option” key modifier to obtain the same effect. In general, when Left dragging in the Viewport does NOT rotate your view, engaging the “Alt/Option” key modifier will remedy this.
Holding down the “Shift” key will snap the view in regular rotational intervals.

  • Dragging in empty space in the Viewport while holding down the Right mouse button will Zoom the view, in or out, depending on the direction of movement.
  • Dragging in empty space in the Viewport while holding down the Middle mouse button or Scrollwheel button will Pan the view.
  • Tap and Drag outside the model (in empty space) to rotate the Camera view.
  • Tap and Drag right or left with the “Right Mouse” button held down (in empty space) to Pan the View.
  • Hover over empty space with the “Right Mouse” button held down and Drag to Zoom the View.

Brush adjustments are equally intuitive:

  • Hover over the model and Drag right or left with the button assigned to RMB held down to change the Size of the Brush.
  • Hover over the model and Drag up or down with the RMB depressed to adjust the Depth of the Brush.

The Navigation panel is located on the top right corner of the viewport. This panel gives you access to the viewport navigation functions, all of the Camera settings and focus functions and viewport light positioning and intensity settings.

From left to right, these are the functions of each icon:

Adjust contrast of lighting ambient: It is better to increase contrast for comfortable sculpting.
DOUBLECLICK to toggle between two modes:

  1. Contrast is maximal, environment locked. It is good for sculpting.
  2. Contrast is minimal, environment unlocked. It is good for rendering, painting and visual estimation of the result.
  3. Adjust light intensity: By holding LMB down over this control and moving the mouse adjust the primary light intensity.


Environment map: Texture of the environment map that is used to illuminate the scene. Click on the button to open a mini popup and choose a different environment map.
Adjust light angle: Adjust the light angle by holding the LMB down over this control and moving the mouse.
Blur Environment: Drag to blur/sharp the environment texture in the viewport background.
Trackball Rotation: Toggle between two rotation modes - rotation around vertical axis or free rotation.
Rotate camera: By holding LMB and moving the mouse. To rotate camera without this control, use ALT+LMB (or LMB pressed on an empty space). Dragging with the left mouse button to adjust the user view by rotating the main camera around the object in focus.
Move camera: By holding Alt+LMB and moving the mouse. Dragging with the left mouse button then drag the user’s view by moving the main camera right, left, up, and down.
Zoom Camera: By holding LMB and moving the mouse. To scale the scene without this control, use ALT+RMB (or RMB pressed on an empty space). Dragging with the left mouse button to the right or left to move the main camera closer or further away from the focused object.
Vary field of view: RMB to reset it to default value.
Frame the view: Put scene or current object (in Sculpt room) in the center of viewport and scale it to fit around all visible objects.
Focus on brush: Focus camera on the surface under the brush. Distance to the surface will be determined by the brush radius.
Reset camera to default position: Switch to the default setting.
Toggle perspective/orthographic projection: You can then choose between a perspective and an orthographic view.
Grid: Show 3D Grid.
Show/Hide Axis
Toggle Full Screen
Show/Hide Reference Images This video demonstrates the usage of reference images. Either as Image Planes in the viewport or usage of the Image Picker as a static reference image within the UI.

Environment Map Hint (by Psmith): The only thing acceptable to 3DCoat for Panoramic Images (via the “+” at the bottom of the “Environment Map” drop down menu) are spherical panoramic images in the .exr format.

The steps to add your own HDR spherical panoramic Environment Maps to 3DCoat (for Sculpting and Rendering) is as follows:

1) Obtain a spherical panoramic image (online or elsewhere) in the HDRI image formats: (.exr, .hdr)
2) Once 3DCoat is open and running (working in the Sculpt Room, for example) - click on the icon just to left of the Camera icon at the top right of the Viewport.
3) Click the “+” at the bottom of the thumbnail column and select your spherical panoramic image that is in the .exr or .hdr format - and wait for 3D-Coat to load it. Say “O.K.” to the 3D-Coat dialog that pops up.
4) Adjust both the “Exposure” and the “Contrast” of the image now displayed in the Viewport - using the icons from the row of controls at the top right of the Viewport.

Navigation within the 3D Viewport is also really intuitive and convenient when using a Stylus:
Tap and Drag outside the model (in empty space) to rotate the Camera view.
Tap and Drag right or left with the “Right Mouse” button held down (in empty space) to Pan the View.
Hover over empty space with the “Right Mouse” button held down and Drag to Zoom the View.
Brush adjustments are equally intuitive:
Hover over the model and Drag right or left with the button assigned to “Right Mouse Button” held down to change the Size of the Brush.
Hover over the model and Drag up or down with the “Right Mouse” button depressed to adjust the Depth of the Brush.


When clicking on the “Camera” drop down arrow located at the upper right side of the interface, following options become available. Further, you can also create camera position/rotation shortcuts for later use. These camera shortcuts also store any kind 2D Grid, Stamp or Stencil position/rotation/scale settings, making it easier to use and reuse tools with repeatable results when needed.

Custom navigation: Choose between styles of navigation: 3DCoat, 3DCoat arrows, Maya or Zbrush style.
By default 3DCoat style is set. With 3DCoat navigation style you can rotate your scene by moving your mouse with LMB pressed on the empty area. In the same way you can zoom your scene with RMB and pan with MMB. If you don’t want to move your cursor aside you can always use ALT+LMB, RMB, MMB to navigate the scene.

Customize navigation: Opens a panel that allows total customization of all navigation commands.
You can also customize navigation according to you own preferences. There is also a set of options to customize background. These options are mostly self explanatory. The ones that are not however, are detailed below:


Background: A set of options that lets you set a variety of view backgrounds as visual references. The Viewport Background fills the background of the 3D viewport, (and stretch to fill, if needed). Select Use background image and choose your image from the opening dialog. The default image is a starfield. Reference Images can be used for each view axis, X, Y and Z. You can edit image placement for each image plane on each axis with a Transform widget. You can edit the position, scaling, rotation and view opacity.

Camera Snapping:


Orthographic Views Hotkeys: Front, Back, Left, Right, Top, Bottom, Look Along Normals.


Camera Positions

The other choices let you delete and switch these stored camera positions.
Add camera shortcut: The information about camera position and current material placement will be stored. Can be used for frame sequence rendering.
Delete camera shortcut: Delete last used or added shortcut.
Switch to previous shortcut: Switch to previous camera and material shortcut.
Switch to next shortcut: Switch to next camera and material shortcut.


Pivot Points

There are a number of options to set a pivot point for scene rotation. Choose what is most suitable for you. You can specify a pivot point for your cameras rotational navigation (world center, pick point, etc.).

Rotate Around… : These commands set the pivot point for the view camera.

There are 2 different kinds of Backgrounds: those which simply fill the background of the 3D viewport, (and stretch to fill, if needed), and those that are set up manually for use as sculpting or painting reference images.

Viewport Background: Select Use background image and choose your image from the opening dialog. The default image is a starfield.

Or if you’d like to assign an image to the background of the interface, you can assign one from your hard drive.
Open the top menu, open Edit→Preferences. Scroll down and locate the Background type option and click the drop-down arrow to select the Use Background image.

By default, you will see a backdrop that looks like a star field. You can of course choose your own file by clicking in the file requester field.

Sometimes you’ll need to create a model that needs to conform to exact specifications.
This is where placing these types of reference image comes in handy. The Reference Images can be placed on any axis of your choosing X, Y, or Z. You can even assign a different image to each axis so you can have a view of your artwork no matter which axis you happen to work from.
Click on the arrow next to the Camera controls, then select, Background→Choose Ref Image.

Once you click the menu, you’ll then navigate your hard drive for an image to use along the Z-axis. The image you select will appear in 3DCoat’s main window. Also, a pop-up menu with positioning and scaling tools will appear.
Use the tools along your image or the Reference images pop up menu to resize, reposition or show and hide the image.
You can even change the opacity of the image so it’s easier to focus on your modeling tasks.

Let’s take a look at how to assign images to any axis.

Choose Reference Images: The 3 bottom choices allow you to pick 3 separate images - 1 for each view axis, X,Y and Z.
Edit image placement: When selected, this option provides each image plane on each axis with a Transform widget and accompanying dialog settings for adjusting its position, scaling, rotation and view opacity.

Notes for using Image Planes: This video adds some additional notes to consider when using Reference Image Planes.

Using Reference Images: This video demonstrates the usage of reference images. Either as Image Planes in the viewport or usage of the Image Picker as a static reference image within the UI.

NumPad 2 Front
NumPad 8 Back
NumPad 4 Left
NumPad 6 Right
NumPad 7 Top
NumPad 1 Bottom
Ctrl+Up Arrow Add Camera Shortcut
Ctrl+Down Arrow Delete Camera Shortcut
Ctrl+Left arrow Switch to previous shortcut
Ctrl+Right arrow Switch to next shortcut


How to change the camera zoom speed: You will learn how to change the view camera speed inside 3DCoat. By Christoph Werner.

Quick Tip: Camera Rotation Centers: This Quick Tip video demonstrates the 2 Camera Rotation Centers that the 3DCoat user will want to be aware of, as they are most beneficial in certain scenarios.

Navigation Rotation Toggle & Reference Image Icon: This video demonstrates some recent additions to the Navigation Bar in 3DCoat.

HDR Environment Map Options: This video covers a number of new options for previewing and utilizing HDR envrionment maps within a scene, for both lighting and for the background.

  • general/interface_navigation/camera_menu.txt
  • Last modified: 2020/05/10 18:03
  • by carlosan