3 edited tags
2 added the code, such as it is

Is there a way to find out the current viewing parameters of a 3D view? What often happens is that I create a view, for example:

Graphics3D[{Blue, Cuboid[], Yellow, Sphere[]}, Boxed -> False]


and then spend some time adjusting it using the mouse to pan, zoom, and rotate it:

Now I'd like to know what those settings (view point, etc.) are, so that they can be integrated as defaults into the next edit. It looks like an easy problem but I can't find out how to do it. At the moment there's a lot of trial and error involved.

Is there a way to find out the current viewing parameters of a 3D view? What often happens is that I create a view, for example:

and then spend some time adjusting it using the mouse to pan, zoom, and rotate it:

Now I'd like to know what those settings (view point, etc.) are, so that they can be integrated as defaults into the next edit. It looks like an easy problem but I can't find out how to do it. At the moment there's a lot of trial and error involved.

Is there a way to find out the current viewing parameters of a 3D view? What often happens is that I create a view, for example:

Graphics3D[{Blue, Cuboid[], Yellow, Sphere[]}, Boxed -> False]


and then spend some time adjusting it using the mouse to pan, zoom, and rotate it:

Now I'd like to know what those settings (view point, etc.) are, so that they can be integrated as defaults into the next edit. It looks like an easy problem but I can't find out how to do it. At the moment there's a lot of trial and error involved.

1

# Extract current viewing parameters from a 3D view?

Is there a way to find out the current viewing parameters of a 3D view? What often happens is that I create a view, for example:

and then spend some time adjusting it using the mouse to pan, zoom, and rotate it:

Now I'd like to know what those settings (view point, etc.) are, so that they can be integrated as defaults into the next edit. It looks like an easy problem but I can't find out how to do it. At the moment there's a lot of trial and error involved.