
Marmoset Toolbag 3 is a powerful tool that offers advanced animation capabilities, including camera panning. With its new timeline interface and keyframe editor, users can easily create and edit animations directly within the software. To pan the camera in Marmoset 3, users can keyframe the camera movements and layer them together. This involves creating a group object and placing it where the camera's pivot point should be, then adding the camera to the group. While there are no official documents for camera keyframing, users can copy keyframes by selecting them in the keyframe editor, using ctrl+c, and pasting them into the desired track.
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What You'll Learn

Using keyframes to pan the camera
Marmoset Toolbag 3 includes a new timeline interface and a keyframe editor, which allows users to create and edit animations directly inside the software. This includes animations for cameras, such as panning or flying through an environment.
To pan the camera using keyframes, you can start by creating a group object and placing it where you want the camera's pivot point to be. Then, put the camera inside the group. This is because keyframing camera rotation can be a bit tricky due to technical reasons—the keyframing records the explicit transforms while the viewport camera navigation rotates around a point in front of it, which can result in unexpected behaviour.
Now, you can use the transforms of the group object instead of manipulating the camera directly. To copy keyframes, select the keys in the keyframe editor, hit ctrl+c, then go to the other object and select the track you want to paste into, and hit ctrl+v. The keys will be pasted starting from the current frame.
The curve editor displayed on the right provides an interface for adding, deleting, and editing keyframes for different properties, such as transform, visibility, and more, per object in your scene. You can move selected keys in the curve editor by holding down Ctrl on your keyboard and using the arrow keys. You can also hold down Shift to move them in larger increments.
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Copying keyframes
To copy keyframes in Marmoset, you must first select the keys in the keyframe editor. Next, press ctrl+c, then go to the other object and select the track you want to paste into. Finally, press ctrl+v, and the keys will be pasted starting from the current frame.
It is important to note that keyframing camera rotation can be challenging due to technical reasons. The keyframing records explicit transforms while the viewport camera navigation rotates around a point in front of it. This can result in unexpected behaviour when playing back edits.
To avoid this issue, you can create a group object and place it where you want the camera's pivot point to be. Then, put the camera in the group. By doing this, you can use the transforms of the group object instead of manipulating the camera directly, making it easier to perform tasks like rotating around an object.
Additionally, Marmoset's keyframe system offers various options for customising keyframe transitions. You can make the transition between keys smooth, linear, or stepped to achieve the desired effect. The keyframes window also allows you to delete all keyframes of an object simultaneously, display or hide numeric values, and enable or disable autofit for curves.
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Exporting a camera from Maya to Marmoset
When exporting the camera, it is suggested to export it as an FBX file, which should include the camera position and various parameters like FOV. However, there may be inconsistencies in how FOV is calculated between Maya and Marmoset, and there is a known bug that affects the transforms of static cameras. As an alternative, you can try exporting in FBX with the "Include Animation" option enabled. If that doesn't work, consider baking your animation and then exporting as an FBX file.
Another issue that may arise is with Overscan. In Marmoset, the resolution in the viewport depends on the "image" render settings, so ensure that both the "image" and "video" render settings are set to the same resolution. Additionally, in Maya, set your camera to Overscan and then choose your crop to match the framing in Marmoset.
For more complex animations involving camera movements like panning, Marmoset Toolbag 3 offers a timeline interface and a keyframe editor. This allows users to create and edit animations directly within the software. To keyframe the camera for panning movements, select the keys in the keyframe editor, use the copy and paste shortcuts (Ctrl+C and Ctrl+V), and paste them into the desired object's track.
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Locking a camera position
Marmoset Toolbag 3 offers a range of features to help you lock a camera position and control your camera movements. Here are some steps you can follow to achieve this:
Create a Group Object
Firstly, create a group object and place it where you want the camera's pivot point to be. Then, add the camera to this group. This will allow you to manipulate the group object's transforms instead of directly adjusting the camera, making it easier to rotate around objects and lock the camera position.
Set Camera Limits
You can set limits on a camera object to restrict how viewers can interact with your model when it's uploaded via the Marmoset Viewer. These limits are found under the Camera Lens menu in the Camera Properties. By setting these limits, you can control the range of motion and viewing angles available to viewers, essentially locking the camera within specific boundaries.
Keyframe the Camera
Keyframing allows you to define specific points in time where you want certain properties to take effect. You can keyframe the camera for movements like panning. By setting keyframes, you can lock the camera position at specific points in your animation, allowing for controlled and precise camera movements.
Lock Light Positions
While not directly related to camera position locking, it's worth noting that locking down the position and angle of lights in your scene can help maintain consistency in your renders. After locking the light positions, adjust the brightness to your desired level.
With these tools and techniques, you can effectively lock and control your camera positions in Marmoset Toolbag 3, enabling you to create the desired viewing experience for your audience.
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Camera controls and keyframes
Marmoset Toolbag 3 has an advanced animation system, with support for setting up keyframes to create nifty camera work. You can keyframe the camera for movements like panning.
To copy keyframes, select the keys in the keyframe editor, hit ctrl+c, then go to the other object and select the track you want to paste into, and hit ctrl+v. The keys will be pasted starting from the current frame.
Keyframing camera rotation can be a bit tricky because of technical reasons. The keyframing records the explicit transforms while the viewport camera navigation rotates around a point in front of it. So, making edits to the camera and playing them back can result in unexpected behaviour.
One way to get around this is to create a group object, place the group where you want the camera's pivot point to be, and then put the camera in the group. Now, use the transforms of the group object instead of manipulating the camera directly, which makes it easier to do things like rotating around an object.
To export a camera from Maya to Marmoset, you can copy the values from your camera in Maya to the camera in Marmoset. This works well for transforms, but for Field of View in Marmoset and Focal Length in Maya, you will need to do some testing to get the right values. Exporting an FBX file should save your camera position and parameters like FOV, but there may be inconsistencies in how FOV is calculated between the two programs.
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Frequently asked questions
Marmoset Toolbag 3 has an advanced animation system that supports keyframes for camera work. To pan the camera, you can keyframe the camera movements.
To set up keyframes for camera movements like panning, you need to create a group object and place it where you want the camera's pivot point to be. Then, put the camera in that group. This way, you can use the transforms of the group object instead of manipulating the camera directly.
To copy keyframes, select the desired keys in the keyframe editor and press Ctrl + C. Then, go to the object you want to paste the keyframes into and select the track. Press Ctrl + V, and the keys will be pasted starting from the current frame.
You can transfer camera settings from Maya to Marmoset Toolbag 3 by exporting an FBX file. This should save your camera position and parameters. However, there may be inconsistencies in how Field of View (FoV) is calculated between the two programs.
To zoom, pan, or rotate in the viewport of Marmoset Toolbag 3, hold down the ALT key while clicking one of the mouse buttons. This works as long as you are clicking on the background and not an object.

































