What's New in Director 8.5 > Working with Lights and Cameras > Cameras > Camera properties |  |

Camera properties

Use these properties to work with cameras:

Property Name | Access | Description | Default
--- | --- | --- | ---
`name` | Get and set | Unique name of this camera. If the camera was exported from a 3D modeling program, the name is the name assigned there. | None
`parent` | Get and set | The model, light, camera, or group that is this light's parent. If the camera has no parent, it cannot contribute light. | `group ("world")`
`child.count` | Get | Number of immediate children (no grandchildren) the camera has. | `0`
`transform` | Get and set | Lingo transform object representing camera's position relative to its parent's transform. The `transform.position` property gives the relative position; `transform.rotation` gives the relative rotation. | Identity transform
`userData` | Get and set | A property list associated with this camera. The list defaults to the properties assigned in the 3D modeling tool, but users can add or delete properties at any time. | Properties assigned in 3D modeling tool
`hither` | Get and set | A specified distance from the camera that defines the near Z-axis clipping of the view frustum. Objects closer than hither are not drawn. | `5.0`
`yon` | Get and set | A specified distance from the camera that defines the far Z-axis clipping of the view frustum. Objects farther than yon are not drawn. | `3.403e38`
`rect` | Get and set | The rectangle controlling the screen size and position of the camera, with the coordinates given relative to the upper left corner of the sprite. | `rect(0,0,320,200)`
`projectionAngle` | Get and set | The vertical projection angle of the view frustum. | `30.0`
`colorBuffer.clearAtRender` | Get and set | `TRUE (1)` or `FALSE (0)` value indicating whether color buffer is or isn't cleared out after each frame. If value is set to `TRUE (1)`, the effect is similar to the trails ink effect, although it's limited to the redrawing of models within the sprite itself. | `TRUE (1)`
`colorBuffer.clearValue` | Get and set | Lingo color object defining color used to clear out buffer if `colorBuffer.clearAtRender` is `TRUE (1)`. | `rgb(0,0,0)`
`fog.enabled` | Get and set | `TRUE (1)` or `FALSE (0)` value indicating whether camera adds fog to the scene. | `FALSE (0)`
`fog.near` | Get and set | Distance to start of fog. | `0.0`
`fog.far` | Get and set | Distance to maximum fog intensity. | `1000.0`
`fog.color` | Get and set | Lingo color object describing fog color. | `rgb(0,0,0)`
`fog.decayMode` | Get and set | How fog varies between near and far, with the following possible values: `#linear`: density is linearly interpolated between `fog.near` and `fog.far`. `#exponential`: `fog.far` is saturation point; fog.near is ignored. `#exponential2`: `fog.near` is saturation point; `fog.far` is ignored. | `#exponential`
`projection` | Get and set | Method of determining the vertical field of view, which must be of type `#perspective` or `#orthographic`. | `#perspective`
`fieldOfView` | Get and set | A floating-point value specifying the vertical projection angle in degrees. | `30.0`
`orthoheight` | Get and set | The number of perpendicular world units that fit vertically into the sprite. | `200.0`
`rootNode` | Get and set | Property controlling which objects are visible in a particular camera's view. Its default value is the world, so all cameras you create show all nodes within the world. If, however, you change `rootNode` to be a particular node within the world, a sprite of the cast member will show only the root node and its children. | `group("world")`
`overlay[``index``].loc` | Get and set | Location, in pixels, of the overlay, as measured from the upper left corner of the sprite's `rect` to the `overlay[``index``].source's regPoint`. | `point(0,0)`
`overlay[``index``].source` | Get and set | Lingo texture object used as the source for this overlay. | None
`overlay[``index``].scale` | Get and set | Scale value used by a specific overlay in the camera's list of overlays. | `1.0`
`overlay[``index``].regPoint` | Get and set | Texture-relative rotation point, similar to a sprite's `regPoint`. | `point(0.0)`
`overlay[``index``].rotation` | Get and set | Rotation value used by a specific overlay in the camera's list of overlays. | `O, O`
`overlay[``index``].blend` | Get and set | Blend value used by a specific overlay in the camera's list of overlays. `100` is fully opaque; `0` is fully transparent. | `100.0`
`overlay.count` | Get and set | Number of overlays in use on this sprite. | `0`
`backdrop[``index``].loc` | Get and set | Location, in pixels, of the backdrop, as measured from the upper left corner of the sprite's rect to the `backdrop[``index``].source's regpoint`. | `point(0,0)`
`backdrop[``index``].source` | Get and set | Lingo texture object used as the source for this backdrop. | None
`backdrop[``index``].scale` | Get and set | Scale value used by a specific backdrop in the camera's list of backdrops. | `1.0`
`backdrop[``index``].rotation` | Get and set | Rotation value used by a specific backdrop in the camera's list of backdrops. | `0.0`
`backdrop[``index``].regPoint` | Get and set | Texture-relative rotation point, similar to a sprite's `regPoint`. | `point(O,O)`
`backdrop[``index``].blend` | Get and set | Blend value used by a specific backdrop in the camera's list of backdrops. | `100.0`
`backdrop.count` | Get | Number of backdrops in use on this sprite. | `0`
`boundingSphere` | Get | A list containing a vector and a floating-point value, with the vector representing the position and the value the radius of a bounding sphere surrounding the camera and all its children. | `[vector (0,0,0), 0.0]`
`worldPosition` | Get and set | Position of the camera in world coordinates. Shortcut for the command `node.getWorldTransform()position`. | Vector object