Camera Controls

ARMOR provides four virtual camera modes for navigating the 3D viewport. Each of these can be set as a gesture action for dragging on the 3D view.

Camera Modes

Action Description
Orbit Rotate the camera around a fixed target point
Dolly Move the camera forward and backward along the view axis
Pan Translate the camera vertically or laterally in the view plane
Tilt Rotate the camera in place

Gestures

You may make use of a set of intuitive, multi-touch gestures to maneuver your camera and its target. These can be customized using the sheet that is toggled using the camera icon button in the lower left.

Camera Gestures

The actions corresponding to one and two finger dragging are selectable from each of the camera modes above.

Reset Camera

If you have orbited, panned, or zoomed away from the robot, open the camera menu and choose Reset Camera. It sits below the four camera modes and returns the virtual camera to its default framing of the robot. Reset Camera appears only in the Virtual view, because the camera in the Spatial view is your device.

View Options

The button below the camera button opens View Options, a sheet on iPhone and iPad and a menu on Mac. It holds toggles for optional entities in the 3D scene:

Toggle What it shows
Contact The contact surfaces as a set of glowing edges
Grid A grid in the X and Y directions
Axes The X, Y, and Z axes as red, green, and blue arrows
Orbit Target A 3-axis crosshair at the current orbit pivot point
Joints A skeleton overlay of the robot’s joints, described below

Orbit Target Indicator

Enable Orbit Target to show a 3-axis crosshair at the current orbit pivot point. The indicator scales proportionally to the camera distance.

Orbit Target Indicator

Joints Overlay

Enable Joints to draw the robot’s kinematic skeleton over the model. For every joint it shows:

The overlay is sized from the layout of the robot’s joints, so it stays readable on a small desktop arm and does not vanish on a large robot. During a simulation the markers follow the joints as they move, including a free-floating base such as the Bouncing Ball. In a multi-robot world, the overlay is drawn for every robot in the scene. The setting is remembered between launches.

It is useful for checking where each joint sits and which way it moves before you press Play. To change a joint, see Joints.

Next Steps