Freakout AIFreakout AI

Camera Drawer

Use the Camera drawer to define how visitors move around and frame the room.

Camera tabs#

Use this drawer to shape the browsing experience of the showroom.

Tabs:

  • Start: set the first camera position visitors see when the room opens
  • Staging: set a saved view for the selected product or model
  • Controls: tune orbit, zoom, damping, clipping, and interaction limits
  • Player: choose whether visitors orbit the room or move a player through it in first or third person

Start#

Controls:

  • Start position: set and save the visitor's initial camera position with X/Y/Z fields, look-at target, distance, and FOV
  • Start marker: show and move the camera marker, target handle, focal direction, and view boundary helper in the scene
  • Use current view: captures the current editor camera position and target
  • Snap to start camera: moves the editor camera to the saved visitor start view
  • Save start camera: saves the start camera for published shop and shop v2 visitors
  • Reset start: restores the default start position and target

Good to know:

  • The start camera marker is an optional editor helper
  • Saving the room publishes the start camera position, target, and FOV to shop and shop v2
  • Camera settings change the viewing experience, not the scene content

Staging#

Controls:

  • Staging: select a product or model, set its focus distance and vertical lift, capture the current editor camera as that object's focus view, or reset the object back to room-level focus
  • Use current view: captures the current editor camera as the selected object's saved view
  • Go to view: moves the editor camera to the selected object's saved visitor view
  • Reset selected focus: removes the selected object's staging override
  • Save staging focus: saves the selected object focus for published shop and shop v2 visitors

Good to know:

  • Object staging focus overrides the room-level focus when a shopper selects that product or model
  • Capturing the current view saves the exact camera position and target when available
  • Manual distance and vertical lift values fall back to the room-level focus target

Controls#

Controls:

  • Auto-rotation and rotation speed: control whether the room slowly rotates on its own and how fast it rotates
  • Damping and interaction feel: control how quickly camera movement settles after user input
  • Minimum and maximum zoom distance: limit how close or far the viewer can move
  • Vertical and horizontal angle limits: constrain camera orbit angles
  • Rotation, zoom, and pan permissions: enable or disable those interaction types
  • Focus distance and focus lift: control the viewing focus point and its vertical offset
  • Near and far clip planes: control what depth range the camera renders
  • Set the current camera distance as the new minimum: captures the current zoom level as the closest allowed distance
  • Set the current camera distance as the new maximum: captures the current zoom level as the farthest allowed distance
  • Reset the camera behavior to defaults: restores the default camera control settings

Good to know:

  • Focus settings are useful when product cards or focal points feel too low or too high
  • Clip planes matter most in tight spaces or very large rooms

Player#

Controls:

  • Mode: Orbit (default) keeps the camera from the Controls tab; First person puts the visitor's eyes on the player; Third person follows behind it; First / third person lets visitors scroll between the two
  • Force mobile overlay on desktop (Orbit default): shows the mobile navigation and product card overlays even on desktop screens
  • Hide mobile arrows (first person and third person): hides the mobile previous and next arrows while player controls are active
  • Player object: the placed product, model, shape, or concierge avatar that visitors drive
  • Walk speed and look sensitivity: how fast the player moves and how far a drag turns the view
  • Gravity: on, Space jumps and Ctrl crouches; off, hold Space to go up and Ctrl to go down. Jump height sets how high a jump goes
  • Eye height and eye forward offset (first person), camera height, follow distance, and follow smoothing (third person): where the camera sits relative to the player. A positive forward offset moves the eyes ahead of the player, a negative one behind
  • X-ray (first person): hides anything closer to the eyes than the X-ray depth. Turn it on when you see the inside of the player's head, such as teeth or eyes
  • Minimum and maximum camera distance (hybrid mode): limit scroll zoom in metres. Set the minimum to 0 to allow first person. Follow distance sets the starting zoom. Scroll over the room; scrolling a panel keeps scrolling the panel
  • Test controls: try the selected mode in the editor; Stop testing or Esc returns to editing

Motion:

  • Turn to face points the player the way it moves, Roll rolls it along the ground like a ball, and Slide keeps it facing the same way
  • A sphere rolls by default when you make it the player; anything else turns
  • Shapes use motion only; models and avatars also get animations

Animations:

  • The player model’s embedded clips, including Meshy Walking and Running, appear first with “From this model”. Assign any of them to any state
  • Pick a model clip or a clip from the shared animation library for each state: idle, walk, run, jump, running jump, fall, crouch, and crouch walk
  • Every state starts with a default clip, so a Ready Player Me player animates without any setup; choose None to turn a state off
  • A state without a clip uses the closest one, for example running uses the walk clip
  • Models with their own named idle, walking or running clips use those clips when the default animation is selected. A missing idle holds a native pose; running can borrow walking
  • An agent can select an embedded clip directly by its inspection index. Library clips require a Ready Player Me-compatible skeleton; shapes and models without a skeleton move but do not animate

Convert to player:

  • Right-click a product, model, shape, or the concierge avatar and choose Convert to player to make it the player
  • A room that still uses the orbit camera switches to third person, and the Player tab opens
  • The floor, roof, and walls cannot be the player

Good to know:

  • Desktop visitors move with W A S D or the arrow keys, hold Shift to run, use Space and Ctrl to go up and down, and drag to look around
  • Phone and tablet visitors drag to look around, or touch and hold the room to walk forward and steer
  • C works the same as Ctrl. Prefer it with W: on Windows Ctrl + W closes the browser tab, and no website can stop that
  • The player follows grassland hills and shore terrain, falls to the floor, lands on things, climbs steps and slopes, and stops at walls, whether or not physics is on in the Interactions drawer
  • Physics in the Interactions drawer decides whether other objects fall and can be pushed by the player; with it off, only the player moves, and products and models are solid: the player stops at them and can stand on them
  • A model that surrounds the player's starting point, such as a whole room, never blocks the player
  • In third person the camera moves in front of walls instead of passing through them, and anything between the camera and the player, such as a roof, is hidden, so the player always stays in view
  • VR headsets always use the orbit camera
  • Testing never changes the room: the player and the editor camera go back where they were when you stop
  • If the player is removed, visitors fall back to the orbit camera