Resets the currently selected (if none are selected, all points will be included) Camera Deformer points to their initial grid state.
Drag & drop the camera which will be linked to the Camera Deformer. The deformer will be active in any view you choose, but you will only be able to edit its points when seeing the view through this camera.
Note that if no camera is linked to the deformer, all cameras will be active. This could be useful to apply the same deformation on the same area of the screen, regardless of the view angle. Keep in mind that doing so will prevent you from the seeing the deformation from another angle, since all cameras will be linked (even the default camera).
Controls the strength applied to the deformed object, by this deformer.
Sets the deformer's horizontal points subdivision.
Sets the deformer's vertical points subdivision.
Enable this option to constrain the deformer's grid to the scene safe frame (what will be rendered). Disabling this option will extend the grid to the whole viewport, allowing you to extend the deformation of objects outside of the render area. This can be useful for transition in and out of the render frame.
Defines under which conditions the deformer grid will be visible in the viewport. Keep in mind that in order to see the grid, your active camera needs to be the one linked to the deformer (except if you linked nothing, in which case all cameras will be active).
The grid will always be shown for the linked camera, regardless of what object is currently selected. This could be useful to display two Camera Deformers assigned to the same camera.
The default behavior. The grid will only appear when the Camera Deformer is selected and the linked camera is active.
The grid will only be shown when either the parent of the Camera Deformer or any children of its parent are selected (deformer included).