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3D Track View

The 3D track view shows an animated vehicle replay on track geometry. It appears in the upper panel after running the graph.

Playback

Use the transport controls at the top of the 3D view:

  • Play/Pause — start or stop the animation
  • Speed — adjust playback speed
  • Lap selector — jump to a specific lap
  • Scrub — drag the playback slider to any point

Camera Modes

The camera dropdown offers seven modes:

Follow 1

Chase camera that follows behind the car. The camera yaws with the vehicle so you're always looking at the rear. The horizon stays level (no roll). Right-click and drag to orbit around the car. The camera snaps behind the car when selected.

Follow 2

Same as Follow 1 but the camera does not yaw with the car. As the car turns, you see it from changing angles — useful for watching corner entry and exit from a fixed perspective. The camera does not snap when selected, so you can set your viewing angle and it stays put.

Follow 3

The camera pitches, rolls, and yaws with the car — you see the world tilt as the car rotates through corners and over bumps. This gives the most immersive "onboard" feel. The camera snaps behind the car when selected.

Free

Full manual camera with keyboard and controller support. Move anywhere in the 3D scene independently of the car.

  • W/A/S/D — move forward, left, backward, right
  • Space — move up
  • Alt — move down
  • Shift — sprint (faster movement)
  • Right-click + drag — look around (yaw and pitch)
  • Gamepad left stick — move
  • Gamepad right stick — look around

The camera starts from wherever the previous camera mode was positioned, so there's no jump when switching.

TV

Fixed trackside camera. The camera parks at a position near the track and follows the car by rotating in place — like a real TV broadcast camera on a tripod. As the car moves away, the camera stays put until it's out of range.

TV2

Intelligent trackside camera that repositions along the track edges. It picks a spot ahead of the car based on track geometry and smoothly zooms the FOV to keep the car well-framed as it passes. Gives a natural broadcast look with dynamic framing.

Drone

Physics-based drone camera controlled entirely with a gamepad (Xbox controller):

  • Left stick — throttle (up/down) and yaw (left/right)
  • Right stick — pitch and roll
  • Left bumper (LB) — tilt camera up
  • Right bumper (RB) — tilt camera down

The drone has realistic inertia and gravity — it drifts and settles naturally. Useful for cinematic fly-around shots.

Controls

Action Control
Move camera in/out Scroll wheel
Zoom (FOV) Ctrl + scroll wheel
Rotate camera Right-click + drag
Pan Middle-click + drag
Draw on track Left-click + drag

Color Mapping

The track trace can be colored by any telemetry channel value:

  • Select a variable from the color options
  • Adjust the color range (min/max) to highlight specific value ranges
  • Useful for spotting braking zones, throttle application, tire slip, etc.

Ghost Cars

When multiple laps are loaded, ghost cars overlay different laps on the same track for direct comparison. Toggle individual laps on/off in the segment tree.

Vehicle Model

The 3D car model is loaded from the vehicle library. The vehicle library includes several pre-configured models with accurate wheel positions and steering geometry.

Track Pen

  • Left-click and drag on the track surface to draw annotations
  • Useful for marking braking points, turn-in references, or racing lines
  • Use the pen toolbar to change color, width, or clear drawings