Title Studio: The Camera Tab

The Camera Tab  provides control over camera perspective and depth of field. The tab becomes available only when the scene container has been selected in the timeline.  Parameters in the camera tab allow you to animate the camera motion for your effect. Here we will break down each of the parameters native to this tab.


The Display Camera Interactor checkbox allows you to see a wireframe placeholder of a camera that would be visible in another camera view.  This can be helpful in allowing you position the camera in non-render views, such as the World View.



Working with the Position Camera Model

The Position Model allows you to adjust camera perspective by adjusting the X,Y, and Z position of the camera’s focal point, or the area of the image where the camera is pointing. A good analogy would be to imagine that you are moving the camera left, right, up or down in relation to your object, while always keeping the camera locked on a specific target.

Camera X, Camera Y, and Camera Z set the position of the focal point of the camera along the X, Y, and Z axis.

Increasing the Zoom alters the field of view, exaggerating the perspective on portions of the object that are closest to the camera. This functions identically to a tradictional camera zoom.

Orientation allows you to determine the focal point of the camera and lock it in place, so that no matter where along the X, Y or Z axis you move the camera, it will always focus on a specific point. There are three options which determine how the camera focuses on a specific object:

  • Free Rotation: In this mode, the camera is moving along the X, Y, Z axis in relation to the entire scene. It is not focused on any one specific object and will ‘dolly’ past the objects in your scene.
  • Point to Target: In this mode, the camera is focused on a specific point  in your scene. No matter where you move the camera the perspective will always align so that the specific point remains the focus of your camera. Additional options for Target X, Y & Z allow you to position the focal point of the camera.
  • Point to Object: In this mode, the camera is focused on a specific object in your scene. No matter where you move the camera, the perspective will alwas align so that the specific object remains the focus of your camera. You can select the specific object by dragging the on screen indicator over the desired object.
Camera Default

The Camera is located directly in front of the two objects


Camera Free

While in Free Rotation mode, the camera’s X position has been updated. Note how the perspective remains the same, but the camera is now looking at a different part of the scene.


Camera Target

In Point to Target Mode, observe how the camera remains focused on a specific point. As it’s Position X is moved, the relative perspective of the objects change.


Camera Object

In Point to Object Mode, the Boris FX Text has been selected. The camera will focus on this text, and as it moves along the X,Y, Z plane, the perspective will shift around this object.


Tumble, Spin, and Rotate rotate the focal point around the X, Y, and Z axes respectively. Tumble, Spin, and Rotate can be animated over values greater than 360° to make the focal point complete more than one full revolution.




Working with the Orbit Camera Model

The Orbit Model allows you to rotate the camera around the scene by adjusting the Tumble, Spin and Rotation. This differs from the Position Model in that the camera is always pointed towards the scene itself. A good analogy would be to imagine that your camera is on a circular dolly track orbiting your scene.


Distance is a function that is available with the Orbit Model. It can be used to adjust the camera’s relative distance from the object. Decreasing this setting places the camera closer to the object while increasing it moves the camer further away from the object.

This is different from the Zoom parameter, which doesn’t alter the position of the camera, rather it alters the field of view exaggerating the perspective of the objects. Although they seem similar they can be used independently to create unique effects. By increasing the camera distance while also increasing the zoom, you are in essence dollying back the camera, while zooming in on the scene. This is a traditional method of creating a dolly zoom which causes a continuous perspective distortion  that gives the apperance that the foreground is growing in size while the background is shrinking. It can create a highly unsettling effect or a strong emotional impact. This style of shot was most famiously used in Alfred Hitchock’s Vertigo, and Steven Spielberg’s JAWS.

As with the Position Model, TumbleSpin, and Rotate rotate the focal point around the X, Y, and Z axes respectively. They may also be animated for values greater than 360° to allow for more than one full revolution.


Working with the Pan Camera Model

The Pan Model allows you to pan the camera along the X axis. Unlike the orbit or position models, the pan model only allows you to move the camera left or right. Movement along the Y or Z axis is not available.

As with the Orbit Model, Distance can be used to adjust the camera’s relative distance from the object. Decreasing this setting places the camera closer to the object while increasing it moves the camer further away from the object.

The Zoom parameter doesn’t alter the position of the camera, rather it alters the field of view exaggerating the perspective of the objects.

Advance controls the position of the camera’s focal point on the X axis of the object. Positive values move the camera to the right, while negative values move the camera to the left.



Working with the Depth of Field Parameters

Depth of Field simulates the focus of objects in relation to the distance from the camera. Objects that are further away or close to the camera may appear less sharp or completely out of focus. Depth of field helps to create realism in effects that are computer generated rather than filmed on an actual camera. You can enable Depth of Field from the drop down menu. Once enabled, additional parameters will be available.

Focal Length is the distance between your lens and the object that is in focus. The higher the value the further from the lens the objects in focus can be. Lower values will bring objects closer to the lens into greater focus while leaving more distant objects out of focus. Together with Aperture, Focal Length helps to determine the depth of field for your scene.

In photography, Aperture refers to the amount of light allowed to pass through the lens to the camera sensors. The size of the aperture controls the amount of light entering the lens. The wider your aperture or lower the value, the shallower your depth of field. Smaller aperatures (or higher values) allow less light in and create deeper depth of field. The same is true for Title Studio’s virtual camera. Increasing the value of your aperture will create a deeper depth of field, while decreasing the value will create a shallower depth of field.

Blur Strength controls the amount of blur present in the out of focus areas. The higher the value the blurier the object will appear.

Sample # multiplies the instances of depth of field. Basically for each Sample value, the effect is multiplied by that amount. Higher values will increase the overall amount of blur, while lower values will decrease it.

Bias, Gain and Threshold control the amount of light reflecting in the scene. Increases to these values will increase the brightness of your scene around the out of focus areas.

Fringe creates chomatic aberations along the edges of objects as they lose focus. As light enters a lens that is not properly focused, different wavelengths reflect different colors onto the camera sensors. By increasing this value, you can create more noticible color fringing.

Pentagon Shape allows you to enable bokeh around out of focus points of light. This causes bright light sources that are out of focus to take on a pentagon shape. By adjusting the feather parameter you can add more or less detail to these points.


Return to The Scene Container Parameter Guide.

Return to the Main Title Studio Page.

BCC Effects List
BCC User Guide

See also:
BCC 2D Particles
BCC 3 Way Color Grade
BCC 3D Extruded Image Shatter
BCC 3D Image Shatter
BCC Alpha Pixel Noise
BCC Alpha Process
BCC Alpha Spotlight
BCC Apply Modes
BCC Artist’s Poster
BCC Beat Reactor
BCC Beat Reactor Integrated
BCC Beauty Studio
BCC Blobs Wipe
BCC Blur
BCC Blur Dissolve
BCC Boost Blend
BCC Brick
BCC Brightness-Contrast
BCC Broadcast Safe
BCC Bulge
BCC Bump Map
BCC Burnt Film
BCC Cartoon Look
BCC Cartooner
BCC Caustics
BCC Charcoal Sketch
BCC Checker Wipe
BCC Chroma Key
BCC Chroma Key Studio
BCC Cloth
BCC Clouds
BCC Color Balance
BCC Color Choker
BCC Color Correction
BCC Color Match
BCC Color Palette
BCC Colorize
BCC Colorize Glow
BCC Comet
BCC Common Controls
BCC Common Controls – Avid
BCC Compare Mode
BCC Composite
BCC Composite Choker
BCC Composite Dissolve
BCC Corner Pin
BCC Correct Selected Color
BCC Criss-Cross Wipe
BCC Cross Glitch
BCC Cross Melt
BCC Cross Zoom
BCC Cube
BCC Cylinder
BCC Damaged TV
BCC Damaged TV Dissolve
BCC Degrain
BCC Deinterlace
BCC DeNoise
BCC Directional Blur
BCC Displacement Map
BCC Drop Shadow
BCC Dropout Fixer
BCC Dust and Scratches
BCC DV Fixer
BCC Edge Grunge
BCC Edge Lighting
BCC Effect List
BCC Emboss
BCC Extruded EPS
BCC Extruded Spline
BCC Extruded Text
BCC Fast Film Glow
BCC Fast Film Glow Dissolve
BCC Fast Film Process
BCC Fast Flipper
BCC Fast Lens Blur
BCC Film Damage
BCC Film Glow
BCC Film Glow Dissolve
BCC Film Grain
BCC Film Process
BCC Fire
BCC Flicker Fixer
BCC Flutter Cut
BCC Fractal Noise
BCC FX Browser
BCC Gaussian Blur
BCC Glare
BCC Glint
BCC Glitter
BCC Glow
BCC Glow Alpha Edges
BCC Glow Matte
BCC Gradient
BCC Granite
BCC Grid Wipe
BCC Grunge
BCC Halftone
BCC Hue-Saturation-Lightness
BCC Invert Solarize
BCC Jitter
BCC Jitter Basic
BCC Laser Beam
BCC Layer Deformer
BCC Lens Blur
BCC Lens Blur Dissolve
BCC Lens Correction
BCC Lens Distortion Wipe
BCC Lens Flare
BCC Lens Flare 3D
BCC Lens Flare Advanced
BCC Lens Flare Dissolve
BCC Lens Flare Round
BCC Lens Flare Spiked
BCC Lens Flash
BCC Lens Shape
BCC Lens Transition
BCC Levels Gamma
BCC Licensing and Activation for After Effects
BCC Licensing and Activation for AVX
BCC Light Leaks
BCC Light Leaks Dissolve
BCC Light Matte
BCC Light Sweep
BCC Light Wipe
BCC Light Wrap
BCC Light Zoom
BCC Lightning
BCC Linear Color Key
BCC Linear Luma Key
BCC Linear Wipe
BCC Looper
BCC Magic Sharp
BCC Make Alpha Key
BCC Match Grain
BCC Match Move
BCC Matte Choker
BCC Matte Cleanup
BCC Median
BCC Misalignment
BCC Mixed Colors
BCC Morph
BCC Mosaic
BCC Motion Blur
BCC Motion Key
BCC Motion Tracker
BCC Motion Tracker – After Effects
BCC Motion Tracker – Avid
BCC Motion Tracker – FCPX
BCC Motion Tracker – Motion
BCC Motion Tracker – Premiere
BCC Motion Tracker – Red
BCC Motion Tracker – Resolve
BCC Motion Tracker – Vegas
BCC Multi Shadow
BCC Multi Stretch Wipe
BCC Multi Stripe Wipe
BCC MultiTone Mix
BCC Noise Map
BCC Noise Map 2
BCC Noise Reduction
BCC Optical Flow
BCC Optical Stabilizer
BCC Organic Strands
BCC Page Turn
BCC Pan And Zoom
BCC Particle Array 3D
BCC Particle Emitter 3D
BCC Particle System
BCC Pencil Sketch
BCC Pin Art 3D
BCC Pinning Controls
BCC Pixel Fixer
BCC PixelChooser
BCC PixelChooser – Legacy
BCC Polar Displacement
BCC Posterize
BCC Posterize Time
BCC Preferences
BCC Premult
BCC Presets
BCC Primatte Studio
BCC Prism
BCC Pyramid Blur
BCC Radial Blur
BCC Radial Wipe
BCC Rain
BCC Rays
BCC Rays Cartoon
BCC Rays Dissolve
BCC Rays Puffy
BCC Rays Radiant Edges
BCC Rays Radiant Spotlight
BCC Rays Ring
BCC Rays Ripply
BCC Rays Streaky
BCC Rays Textured
BCC Rays Wedge
BCC Rectangular Wipe
BCC Reframer
BCC Remover
BCC Reptilian
BCC Reverse Spotlight
BCC RGB Pixel Noise
BCC Ribbon Wipe
BCC Rings Wipe
BCC Ripple
BCC Ripple Dissolve
BCC Rock
BCC Rough Glow
BCC Safe Colors
BCC Scanline
BCC Scatterize
BCC Sequencer
BCC Smooth Tone
BCC Snow
BCC Sparks
BCC Sphere
BCC Sphere Transition
BCC Spiral Blur
BCC Spotlight
BCC Spray Paint Noise
BCC Stage Light
BCC Star Matte
BCC Stars
BCC Steel Plate
BCC Super Blend
BCC Swish Pan
BCC Temporal Blur
BCC Textured Wipe
BCC Tile Mosaic
BCC Tile Wipe
BCC Time Displacement
BCC Title Studio
BCC Trails
BCC Trails Basic
BCC Tritone
BCC Tritone Dissolve
BCC Turbulence
BCC Twirl
BCC Twister
BCC Two Strip Color
BCC Two Way Key
BCC Type On Text
BCC Unsharp Mask
BCC User Guide
BCC Vector Blur Dissolve
BCC Vector Displacement
BCC Veined Marble
BCC Velocity Remap
BCC Video Glitch
BCC Video Morph
BCC Video Scope
BCC Vignette
BCC Vignette Wipe
BCC VR Flicker Fixer
BCC VR Insert
BCC VR Reorient
BCC VR Sharpen
BCC Warp
BCC Water Color
BCC Water Waves Dissolve
BCC Wave
BCC Weave
BCC Wild Cards
BCC Wire Remover
BCC Witness Protection
BCC Wood Grain
BCC Wooden Planks
BCC Z Blur
BCC Z Space 1
BCC Z Space 2
BCC Z Space 3
FEC Bubbles
Removed Gradient Parameters
Title Studio Basics
Title Studio: Animating an Object Using Keyframes
Title Studio: Creating a Credit Roll
Title Studio: Creating a Type on Effect with Title Containers
Title Studio: Scene Container Parameter Guide
Title Studio: The Camera Tab
Title Studio: The Container Position Tab
Title Studio: The Lights Tab
Title Studio: The Preferences Panel
Title Studio: The Project Settings Window
Title Studio: The Render Tab
Title Studio: Working With Deformers
Title Studio: Working with the Composite Window
Title Studio: Working with the Controls Window
Title Studio: Working with the Timeline Window
Working in Adobe After Effects and Premiere
Working in Apple Final Cut Pro and Motion
Working in Avid
Working in DaVinci Resolve
Working in Sony Vegas

BCC 3D Objects
BCC Art Looks
BCC Blur & Sharpen
BCC Browser
BCC Color & Tone
BCC Film Style
BCC Image Restoration
BCC Key & Blend
BCC Lights
BCC Match Move
BCC Particles
BCC Perspective
BCC Stylize
BCC Textures
BCC Time
BCC Transitions
BCC Warp


Join our email newsletter and keep up to date