Cameras
The Cameras panel in Studio defines one or more cameras for your published splat. Each camera has an initial position, a target (the point the camera looks at), and a field of view. Visitors land on the first camera in the list when they open your scene page (unless an animation track or annotation drives the start pose instead).
The Cameras panel
The panel shows a list of cameras you've defined. Adding, removing, and reordering happens in this list; the right-hand inspector shows the inputs for the currently selected camera.
| Field | Description |
|---|---|
| Position | World-space [x, y, z] of the camera. |
| Target | World-space [x, y, z] the camera looks at. |
| Field of View | Vertical FOV in degrees. |
Defaults
A fresh scene starts with a single camera using sensible defaults — for environment-style scenes the default is position [0, 2, 0], target [2, 2, 0], 75° field of view; for object-style scenes the default is position [2, 2, -2], target [0, 0, 0], 75° field of view. Tweak the values to frame your scene the way you want visitors to see it on first load.
How cameras are used
- Initial framing — the first camera in the list is the default starting view when a visitor opens the scene page (
startMode: 'default'). Animation tracks and annotations can override this via the scene's start mode. - Annotation poses — each annotation embeds its own camera pose that the viewer animates to when the annotation is selected. The annotation's pose is independent of the entries in the Cameras list.
See also
- Animations — keyframed camera motion
- Annotations — 3D-positioned hotspots that can adopt a camera pose
- Experience Settings — the JSON contract that stores the camera list