> ## Documentation Index
> Fetch the complete documentation index at: https://docs.lightcraft.pro/llms.txt
> Use this file to discover all available pages before exploring further.

# Setups and cameras

> Arrange a scene into setups, add cameras within them, and record camera moves

## Understanding setups and cameras

<iframe src="https://player.vimeo.com/video/1221836823" width="640" height="360" frameborder="0" allowfullscreen />

Each scene can contain one or more setups. A **setup** is a named arrangement of the scene — objects added, moved, or removed, plus any per-setup animation. Every scene starts with one automatic **Base** setup covering the scene as authored; add more (**Setup A**, **Setup B**, and so on) to cover the same scene from a different arrangement without disturbing the others.

A setup can hold one or more cameras. A **camera** defines a position, orientation, movement, and duration. By default, the Base setup starts with one camera tied to its script heading, named **Camera 1**.

## The active setup

Only one setup is active at a time. The outliner and timeline both mark it with an accent bar and a bold name. The active setup is your write target — edits to objects, animation, or cameras land in whichever setup is active. Selecting a camera activates its setup automatically; clicking a setup row (or its Objects/Cameras folder) activates that setup directly.

## Setups in the outliner

Each setup expands into two folders:

* **Objects** — every object composed into that setup, including ones inherited from the Base setup.
* **Cameras** — the cameras that belong to that setup.

Write controls (visibility, delete, revert, drag-to-timeline) appear only on the active setup's rows. An object overridden or added in a non-base setup is badged; use **revert** to restore it to the Base setup's version.

## Viewing cameras

Cameras appear in the 3D canvas as camera icons with a frustum showing their field of view. Select a camera to see its framing in the viewport.

## Creating a setup

1. In the outliner, click **+** on the **Setups** header.
2. Objects you add or move while this setup is active apply only to it — the Base setup and other setups are unaffected.

<Tip>
  An object added to the Base setup after a later setup was created does not automatically appear in that setup — it shows there as a restorable "Removed in this setup" stub. Setups created after the addition inherit it normally.
</Tip>

## Adding a camera from the script panel

To add a camera with script-line attribution:

1. Open the **Script** tab on the right side of the 3D canvas.
2. Highlight the line or block of script this camera covers.
3. Click **New Camera**.

The New Camera dialog opens with these fields:

* **Name** — Prefilled with a sequential number (e.g., "Camera 4"). Override for a more descriptive name.
* **Preset** — Choose a camera type preset.
* **Lens** — Select from real lens models. Pick the one you plan to shoot on so what you see in the Spark web app matches what you get on set.
* **Objects** — Select which objects the camera covers.
* **Description** — Optional notes about the camera.

<Tip>
  You can also add a camera by hovering the active setup's **Cameras** folder in the outliner and clicking **+**, but this skips script-line attribution and breaks coverage tracking.
</Tip>

Click in the 3D scene to place your camera. Press **Ctrl+F** to enter full-screen camera preview, and press it again to exit.

## Recording camera movement

Use fly mode to navigate through your scene and record the camera path in real time. The recorded movement is captured as keyframes on the timeline.

<Warning>
  Toggle **Keyframes** on for the camera before moving it. Without Keyframes enabled, camera moves will not persist as animation on playback.
</Warning>

## Setting manual keyframes

For precise camera animation, set keyframes manually:

1. Move the playhead to the desired time on the timeline.
2. Position the camera in the viewport.
3. Set a keyframe to lock the camera's position and rotation at that frame.

## Camera targeting

<iframe src="https://player.vimeo.com/video/1221836852" width="640" height="360" frameborder="0" allowfullscreen />

To follow a moving target, select the camera, toggle Keyframes on, then choose one of these targeting modes:

* **Aim At** — The camera rotates to track the target while staying in place. Select the target object from the dropdown. Add a keyframe at the start of the move — without Keyframes on, Aim At appears to work in the moment but quietly loses its target on playback.
* **Parent** — The camera physically rides with the target (useful for vehicle interiors or dolly moves). The camera inherits the target's movement.

## Camera frustum visualization

The camera frustum shows the visible area from the camera's perspective. Use it to check framing and ensure objects are within frame.

## Editing camera duration

Adjust the duration of a camera by modifying its range on the timeline. Longer durations give the camera more time to complete its movement.
