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Version: 3.4.3

Flight Path Ribbon Tab

Context-sensitive tab — appears when the Flight Path context is active.

Commands available on the Flight Path ribbon tab, grouped by panel.

The timeline is where a path is edited

This tab creates and plays a path. Re-timing it, choreographing scene visibility, and recording or importing the spoken narration that plays over it all happen in the Flight Path Timeline panel, which opens automatically at the bottom of the window when a flight path is active.

See the Flight Path User Guide, and in particular Narration: guided tours for the audio layer.

Create

Add View

Tooltip: Add the current view

Save the current camera viewpoint as a new keyframe in the active flight path — its position, orientation, zoom and near/far clip planes.

Add Scene

Tooltip: Add a scene keyframe

Capture the current object visibility as a scene, so the same set of objects is restored whenever the scene becomes active as the camera flies. Scenes cover meshes, point clouds, tiled meshes and Gaussian splats as well as interpretations and annotations. Their timing is edited on the timeline's Scenes track.

Record from Game Pad

Tooltip: Record the flight path from a game pad

Navigate using the gamepad and drop a viewpoint automatically every x metres or after turning y degrees. The thresholds are Record Distance (m) and Record Angle (deg) in the flight path's properties.

Next VP

Tooltip: Next viewpoint

Go to the next viewpoint in the active flight path. OpenGL view only.

Previous VP

Tooltip: Previous Viewpoint

Go to the previous viewpoint in the active flight path. OpenGL view only.

Presentation

Tooltip: Show Presentation

Show the presentation slides for the active flight path. OpenGL view only — the slide billboards themselves are drawn in both renderers, but these presentation-mode controls are greyed out in a Vulkan view.

Create Open Path

Tooltip: Create open flight path

Build an open path that interpolates between the existing viewpoints. At least two viewpoints are needed.

Create Closed Path

Tooltip: Create closed flight path

Build a closed path that loops back from the last viewpoint to the first.

Show Path

Tooltip: Show the flight path

Toggle display of the flight path curve in the 3D view.

Edit

Smooth All

Tooltip: Smooth the entire path

Run a smoothing filter over the interpolated frames, damping residual jitter. The number of passes is Smooth Iterations in the properties.

Motion Blur

Tooltip: Toggle motion blur

Enable 180°-shutter motion blur in the recorded movie. Toggling it rebuilds the path with more sub-frames, so the timeline and preview update immediately — but the path still runs for the same number of seconds, so narration keeps its timing.

Lock Centre

Tooltip: Lock camera centre

Open the Lock Rotation Centre dialog and pin the camera's look-at centre to a fixed XYZ, so the camera tracks a fixed target while flying. OpenGL view only.

Player

The same transport is on the Flight Path Timeline panel's strip, together with a live readout of the tour's position, its total length, and what it is doing — Paused, Recording, Stopped to talk — press Continue.

Go to Start

Tooltip: Jump to start

Move the playhead to the first frame of the path and snap the camera there.

Step back

Tooltip: Step back one frame

Move the playhead back one frame. A running tour pauses first, so stepping never fights the clock.

Play

Tooltip: Play the flight path

Start playback. The same button becomes Pause while playing, Resume while paused, and Continue while the tour is held at a stop-and-talk marker. Pausing hands the camera back so you can look around, and resuming eases back onto the path. Esc ends the tour outright.

Step Forward

Tooltip: Step forward one frame

Move the playhead forward one frame.

Go To End

Tooltip: Jump to end

Move the playhead to the last frame of the path.

Record Movie

Tooltip: Record movie of flight path

Render every frame of the path off-screen and write an MP4. A settings dialog collects the resolution, frame rate, motion blur and render quality (supersampling). Recording is offline rather than a screen capture, so each frame is rendered to completion however long it takes; cancelling still finalises a playable file.