Camera Settings

When modeling in Valence 3D you'll use touch gestures to navigate your scene. There are a couple settings you can set to change how the 3D camera controller behaves. These settings are grouped under Camera Settings page in the Settings sheet.

Settings Sheet

Valence 3D Camera Settings Sheet View

Camera Controller Type

By default Valence uses an Orbit camera. The type of camera allows you to view your scene from various perspectives while maintaining the camera's up axis to be aligned with the world. This ensures the camera does not roll such that the up axis is not aligned vertically. The other option is an Arcball style camera which will allow for more complex camera orientations but can be disorienting for some users.

Orthographic Camera

When viewing the scene in 2D from either the top, bottom, left, right, front or back orthographic view, you can pan the camera by touching down with one finger and dragging. To zoom in and out, touch down with two fingers and move your fingers apart or closer. To roll the camera, touch down with two fingers and rotate your fingers clockwise or counter-clockwise.

Perspective Camera

When viewing your scene in 3D, you can rotate the camera by touching down with one finger and dragging. To zoom in and out, touch down with two fingers and move your fingers apart or closer. To roll the camera, touch down with two fingers and rotate your fingers clockwise or counter-clockwise.

Pivot Around Touch Intersection

When navigating your scene, if you initially touch down on a polygon, then Valence 3D's perspective camera will set its pivot point to where you have touched (represented by a fleeting blue dot). This is useful when trying to precisely pivot around a part of your model. This is what the Pivot Around Touch Intersection setting does. By default this setting is ON. If you turn this setting OFF then the camera will pivot around the Active Component (the active selection).

Pivot Around Active Component

The Active Component in the scene is either a mesh or meshes that are selected when in Mesh Selection mode. If nothing is selected then the Active Component will default to the scene's centroid. Alternatively if your selection mode is either face, edge, or vertex, then the Active Component will be the centroid of your selection. If no mesh elements are selected, then the Active Component will be the selected mesh. If no mesh is selected, then the Active Component will fall back to the scene's centroid. By default Pivot Around Active Component is on, however if you are finding it hard to navigate a complex scene, try turning this setting off.