View entire renderable area in viewport...

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Old 02 February 2013   #1
Question View entire renderable area in viewport...

Hi there, a new Maya user here (after using Blender on and off for the last 8 years or so), and I'm just getting my head around some things.

One thing I can't figure out though is how to view the entire renderable area in the viewport.

Basically, I need to zoom the perspective view out slightly, so that I can see the boundaries. I know this is possible as this morning when I opened Maya at work I could see the entire frame. I swapped views with space and still all cool. Then... Back to having the top and bottom cropped off by the viewport window...

Confused...

Cheers!
 
Old 02 February 2013   #2
View->Camera Settings->Vertical
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Old 02 February 2013   #3
You should enable Resolution Gate if you haven't already.
You can also set the camera's Fit Resolution Gate attribute to Overscan and adjust the Overscan ammount under Display in the Attribute Editor for the camera.
 
Old 02 February 2013   #4
Aha, those two posts have pointed me in the right direction, while looking through the attributes I found the '2D Pan/Zoom' option, which allows me to fit the gate to the window so I can see it all, but also allows me to zoom right in to work on fine adjustment, without moving the camera itself, which was another thing I was going to ask about.


Is there any way to change the pan/zoom amount apart from using the attribute boxes?
 
Old 02 February 2013   #5
Create a new camera and use it as your 'render cam' rather than locking down your perspective camera, then you are free to move it as much as you wish.
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Old 02 February 2013   #6
Originally Posted by TheNeverman: Create a new camera and use it as your 'render cam' rather than locking down your perspective camera, then you are free to move it as much as you wish.


This is the way I have mainly been working, with the render cam attributes locked. The only trouble with that is that zooming in the viewport is not the same as moving the camera closer to the object. I'm currently working on a project which uses 'impossible objects', and so it's quite important to not upset the perspective while pulling edges and faces around to line up with others..
 
Old 02 February 2013   #7
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