Choose Layer > Add Layer > Add Camera Layer... to create a new camera layer.
The new camera layer can be selected from the Layers listbox to make it the active layer.
Every time you add a camera layer, a viewport is added. Every viewport has its own camera layer with its own settings and keyframe animation. You can create as many camera layers as you want, but BluffTitler renders a maximum of 4 viewports at the same time. You can temporarily hide a viewport by unmarking the Visible checkbox of the corresponding camera layer.
By pressing <F2> or choosing Settings > Show Info you can show/hide extra information including the camera coordinate system in the lower left corner, the local coordinate system of the active layer, the crosshair in the centre, the safe area and the grid. This information is automatically hidden when exporting to picture or movie.
For example you can visualize the position and rotation of the camera layer (or any other layer) by making it the active layer and pressing <F2>.
Next to using the Layers listbox, you can select a camera layer by double clicking on its viewport. Make sure not to click on a layer because this way, the layer will be selected instead. The active viewport can be identified by its bigger border.
You can move layers with your mouse. Double click on a layer to make it the active layer and move it around with the left button pressed.
Only the active viewport is exported. If the active layer is not a visible camera layer, the first visible camera is used.
When you set the Pupil Distance property to a non-zero value, 2 viewports are rendered, one for each eye.
To render for red/green anaglyph glasses, apply the Export/Stereo_Anaglyph.fx effect to the camera layer (press the Change Effect... button) and set the Pixel Aspect Ratio to 2 in the File > Set Show Resolution... dialog.
To render for the Oculus Rift virtual reality headset, apply the Export/Stereo_OculusRift.fx effect to the camera layer.
The current version of BluffTitler does not use head tracking and does not automatically adjust to your headset. You have to finetune the rendering properties yourself by using the FX properties.
In this projection, objects that are further away from the camera are rendered smaller. Use the Field of View property to zoom in and out.
This projection is called parallel because parallel lines remain parallel. The size of the objects is independent of their distance to the camera. Use the Size property to set the global size of all objects. This projection is also called orthographic.
All layers are rendered as wireframes.
This mode renders everything.
This mode only renders the elements that are part of the 3D scene. Examples that are ignored in this mode include fullscreen background pictures and plasma layers.
This mode renders everything that is not rendered in the Render only 3D Elements mode.
The position of the camera. Note that moving the camera to the left has the same effect as moving the scene to the right.
This is the direction towards the camera is pointing.
This property is only used in perspective projection. The field of view (FOV) determines how much you can see of the scene. A small FOV reduces the perspective 3D effect, a big FOV looks like a fish eye lens.
This property is only used in parallel projection and controls the global size of all elements.
This is the distance between the camera position and the camera rotation centre. When this property is not zero, the camera position is the rotation centre around which the actual camera rotates. With this effect you can create spectacular movie like camera movements.
This is the distance between your eyes. This is used for stereo rendering.