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Keyframe Vector Alignment - World vs Camera Orientation

NEEDS_REVIEW FLAIR 7

Summary

An operator asked whether keyframe vectors can stay aligned with world or camera orientation, so moving a keyframe in X/Y/Z follows the camera view rather than the world axes. No confirmed answer was extracted. This may be a workflow setting, feature request, or limitation.

Symptoms

  • Dragging a keyframe in X/Y/Z moves the camera along world axes rather than relative to the camera's current view direction.
  • You want keyframe vector handles to remain aligned to the camera orientation when adjusting a move in the Flair 7 viewport.
  • You are unsure whether this is a Flair 7 setting, a missing feature, or a known limitation.

Stable ID

ISSUE-MOVE-002

First Reported

2026-02-28 - Marcin Biegunajtys asked about keeping keyframe vectors aligned to world or camera orientation.

Current Community Status

[NEEDS_REVIEW] 2026-02-28 - User: Marcin Biegunajtys

Question found; no confirmed answer extracted.

confidence_score: 0.32

Tutorial Clarification — Which Cartesian Mode Aligns to Camera Orientation

The official "17 - The Four Main Cartesian Control Modes" tutorial (Flair 7) demonstrates exactly the distinction this thread was asking about — whether a keyframe X/Y/Z edit follows world/rail axes or the camera's own orientation. Flair has four Cartesian coordinate systems for finding/adjusting waypoints, split along two independent choices: which axes (world/rail vs. the camera's current view) and whether camera and target move together (unlocked vs. locked):

Mode Axes aligned to Target behaviour
World The rail/world (X = along rail, Y = across rail at right angles, Z = vertical) Target stays fixed; camera moves independently
Cartesian View The camera's current viewpoint (X = along the camera's own line of sight, Y/Z = around the target) Target stays fixed; camera orbits/pushes relative to it
Locked World The rail/world, same as World Target moves together with the camera, staying parallel to the rail
Locked View The camera's current viewpoint, same as Cartesian View Target moves together with the camera

This confirms Heiko Matting's suggestion above: Locked View (and its unlocked counterpart, Cartesian View) are the two modes where nudging X/Y/Z follows the camera's own orientation rather than world axes — matching what the operator was asking for. Whether to use the locked or unlocked version depends on whether the target should travel with the camera during the nudge (Locked View) or stay fixed while the camera moves around it (Cartesian View).

[LIKELY] This is a general explanation of how Flair's Cartesian coordinate systems work, confirmed by an official Flair 7 training video — it directly answers the mechanism asked about in this thread. It is not a bug fix (there was no bug, just an unclear feature), so no reliability label stronger than [LIKELY] is applied here; whether to update issue_status from NEEDS_REVIEW is left to human review.

WhatsApp Excerpts

  • 2026-02-28 15:16 - Marcin Biegunajtys asked whether keyframe vectors can stay aligned with world or camera orientation, so moving a keyframe in X/Y/Z follows the camera orientation instead of the world axes.
  • 2026-02-28 15:32 - Stafford suggested putting the camera on that keyframe and nudging it forward using Carts View/Carts World, or using Push In if all points need to move in together.
  • 2026-02-28 19:02 - Heiko Matting suggested Locked View for moving X/Y/Z in camera orientation.
  • 2026-02-28 22:15 - Julian Hermannsen said not for the move or camera coordinates; graph snapping could restrict X or Y, but only on world axes.
  • 2026-02-28 22:17 - Stafford noted that Move Effects -> Push In / Pull Out moves points along their camera orientations.
  • 2026-02-28 22:23 - Chavez.Camera asked whether this referred to moving keyframes in Flair 7 using the rig model, and said the demo only allowed world coordinates.
  • 2026-02-28 22:35 - Niko said quick rig-model adjustment is sometimes possible, but it is only world-coordinate based as far as he knows and lacks precise XYZ values while moving.

Official Documentation