How to Use Forced Perspective
Select Camera
At the top of the CamKeys panel, choose the source of your transformation matrices:
Camera vs. Viewport: Use the toggle buttons to switch between using a selected camera and using the viewport’s perspective.
Important: The Baking Function will only work when “Camera” is selected.


Lock/Unlock Camera to View: If you’re using the camera (and not the viewport), you can lock or unlock the camera so that it follows your viewport movement.
Mesh Objects
This section lets you manage which mesh objects will drive the CamProps.

Adding Mesh Objects: Click the + button to add an object to the tracking list. If the object is rigged, you can optionally select a bone (using the provided dropdown) for more precise control.
Managing the List: Each object appears in a list where you can enable or disable it individually, move its position in the list, or remove it.
Forced Perspective Panel
This section is used to manage the Forced Perspective for the selected mesh object.
To enable forced perspective: First add a mesh to the addon menu, then open the "Forced Perspective" panel and enable the feature:

Set the fake FOV: Slide the "Apparent Focal Length" slider to something other than the camera's real focal length.

Enable Fake Fish Eye: click the lock icon in the panel to allow focal lengths smaller than the real focal length of your camera.


Add multiple objects: Use the UI list at the bottom of panel to add more objects to fake perspective for based on the primary object you've selected.

Adjust Forced Perspective Falloff: click on any of the falloff curve icons in the forced perspective panel to adjust the falloff.


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