9

34 Chapter 2: Viewing and Navigating 3D Space
MovingaCameraorLightView
You move a camera or light view by clicking one of
the following buttons and dragging in the camera
or light viewport.
Dolly (page 3–746) moves the camera or
light along its line of sight.
Tr uck (page 3–748) moves the camer a or
light and its target parallel to the view plane.
Pan (page 3–749) moves the target in a
circle around the camera or light. This button
is a flyout that shares the same location with
Orbit.
Orbit (page 3–749) moves the camera
or light in a circle around the target. The
effect is similar to Arc Rotate for non-camera
viewports.
Rolling a Ca mera or Light V iew
Rolling a camera
Click Roll (page 3–747), and drag in a camera
or a light viewport to rotate the camera or light
about its line of sight. The line of sight is defined
asthelinedrawnfromthecameraorlighttoits
target. T he line of sight is a ls o the same as the
camera’s or the light’s lo ca l Z axis.
Ch an ging Came ra Pe rsp ect ive
Changing perspective
Click Perspective (page 3–747), and drag in
a c amera viewport to change the Field of View
(FOV) and dolly the camera simultaneously. The
effect is to change the amount of perspective flare
while maintaining the composition of the view.
Adaptive Degradation Toggle
Views menu > Adaptive De gradation Toggle
Keyboard > O (the letter O)
When on (the default), the Adaptive Degradation
Toggle supersedes the adaptive degradation
(page 3–905) that can occur when you transform
geometry, change the view, or play back an
animation in a shaded viewport. In this case,
the geometry remains shaded even if that slows
dow n viewport display and animation playb ack.
Animation playback might drop frames if the
graphics card c annot display f rames in real time.
Turn off the Adaptive Degradation Toggle if you
have large models you need to navigate around
and if you are finding per formance slugg ish.
Adaptive degradation causes shaded objects to be
replaced by a quicker display mode. By default,