Every 
                       3D File
                      External referenced 3D file (.fbx and .obj)
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3D File
                      External referenced 3D file (.fbx and .obj)
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                       imported inside the Stage and impacted by a 
                      3D Camera Mapping
                      Dispatch your content creation using 3D transformations procedures
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                       MUST have non-overlapping UVs, else the mapping won't work properly.
                    
  The particularity of a 
                    3D Camera Mapping
                    Dispatch your content creation using 3D transformations procedures
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                     is to use the 
                    Stage
                    3D modeling of the real-world video setup
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                     to create automatic transformations of content inside of the content maps:
    
 
                    
                    
                      To create a camera mapping, right click inside the 
                    Pipeline
                    Define how video content is processed in a project
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                     tab just below the 
                    Viewport
                    Preview and edit your content
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                     and create the mapping:
	  
 
                    
                    
                      Then you must create a 
                    Standard Camera
                    Standard camera with a perspective/orthographic frustum
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                     inside the 
                    Stage
                    3D modeling of the real-world video setup
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                    :
	  
 
                    
                    
                        Finally, just select which elements will be affected by which camera inside of the 
                    3D Camera Mapping
                    Dispatch your content creation using 3D transformations procedures
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                     parameters:
    
 
                    
                    
                      Here is what all the process look like in action !
                      The original content is first send through a spherical mapping to the cube and this mapping then deform the content inside of the content maps assigned to the cube:
                    
 
                    
                    
                    
                      This element was previously named "3D Virtual screen".