Position a camera so that all of a target is visible.
Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.
The processed output scene.
The on/off state of the node. When it is off, the node outputs the input scene unchanged.
The input scene
The filter used to control which parts of the scene are processed. A Filter node should be connected here.
The scene containing the target location to which cameras are pointed. If this is unconnected, the main input scene is used instead.
The scene location to which the cameras are pointed.
Causes the constraint to do nothing if the target location doesn’t exist in the scene, instead of erroring.
How the camera frustum is fit to the target.
Sphere approximates the bounding
box of the target with a sphere.
Box uses the actual bounding box, which
allows framing closer, but means the camera will move closer or farther depending
on the exact alignment of the box to the view ( which makes for a bumpy looking
Add a border between the edge of the camera frustum and the target. 0.1 adds a 10% border. Using negative padding moves the camera closer.
If the target is larger than the current clipping planes, increase the far clipping plane to enclose it.
Use a fixed frame to access the target at. This can be used to produce a consistent framing if the target has high-frequency animation you want to ignore.
The frame used to access the target when
useTargetFrame is set.