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go to view and set lock to 3d cursor(If your cursor is in center)


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Just clamp the camera to the path then create an empty and clamp it to the path as well and parent the empty to the camera, animate the camera location and the empty will follow, then add track to constraint to the camera and select the empty


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You can also go to the camera setting, and click Viewport Display, and set the Passepartout to 1.


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I think I solved my problem, I haven't been rotating when I insert a keyframe. Thank you @Blunder, your comment helped me alot. Thanks!


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The screen-shot is above. The deformation is quite severe, and I still don't know how to fix it.


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The dome function was removed for UPBGE back in 2016 as it was relatively unused: https://github.com/UPBGE/upbge/commit/fdadae1e774cb536a2c68a5d1109958222014d9b If you wish for the function to be re-implemented again, either make a pull request on UPBGE Github or talk with the developers in real-time on the UPBGE Discord.


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For laptops, to exit the camera perspective either go to View > Frame all or press Numpad 0.


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You are using a large sphere around your scene to cast the sky color, and this shadow on the ground is the sphere's shadow. It is, for some reason, only visible a certain distance out from the camera. In any case, you can select the 'Sky' sphere, go to the material settings and set the Shadow Mode to None and the issue is solved.


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Looks like you have chosen the camera as Point instance object. Either choose another object or just remove the camera as point instance object.


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OK I solved this, when scrubbing through the timeline I noticed the scene camera also switched to 'Amature'. At the bottom of the timeline it was showing a little camera icon with Amature next to it. This is a marker which is used to set the active camera during rendering and animation. Select the icon and then go to Marker > Delete Marker and it will get ...


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Could it be that you forget to press the Alt key or it is somehow not working? In the first picture the cube is selected, and the second picture is from inside the cube. You usually get this by pressing Ctrl+Numpad 0 > Set Active Object As Camera. Or check in the 3D Viewport menu, look at View > Align View > Align Active Camera to View and also View ...


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I don't think it's a camera problem. You have a Collection 10 that is hidden in the viewport but enabled in render, it makes objects appear in render:


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Since the background scene looks fairly simple, I would just use projection mapping to create objects that have the background image as a texture. So I would have probably 4 different planes with texture projected on to them: horizontal one for the far left light grey tarmac, one for the darker tarmac in the center, one for the grass patch to the right and ...


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You can try one of those ... go to menu View > Align View > Align Active Camera to View or earch for operator Align Active Camera to View or add to Favourites by right click on operator > Add to Quick Favourites ... and in viewport call by Q or go to User Preferences > Keymap and assign new shortcut


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I'm not offering solution, I just didn't want to extend already long commentary. Solutions will be (probably) answered by authors of comments. How to set the focal length of the viewport to be 1000 mm? Viewport Focal Length is natively limited to 250 mm (only Camera can be set higher). The limitation can be found in source/blender/makesrna/intern/rna_space....


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Default sensor fit is "Auto" - modifying output resolution only affects the smaller sides: You can go to your camera settings to change the sensor fit to "Vertical": Related: How to set specific sample spacing (meters in between each pixel) for a Blender Cycles Render And a great thorough explanation by Gordon Brinkmann here: Why does ...


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