Setting a Cameras TO POINT via Script Events.
by Jacob S. · in Verve · 07/19/2010 (12:54 pm) · 3 replies
Here's the picture, we have a level with a path currently on it and all timed like I want. I want the ability to turn the camera to look at specific objects in the level. Currently you can turn the camera but to set a "TO Point" you need to add another node. I can add more nodes but when I do that the path gets distorted and requires a decent amount of fixing.
I'm hoping that the "TO POINT" can also be set via script events. If anyone knows how to do this that would be great.
Thanks.
I'm hoping that the "TO POINT" can also be set via script events. If anyone knows how to do this that would be great.
Thanks.
#2
Curious when you set a TOPOINT on a node the camera turn is softer where as using this method is more of an instant "snap". Is this something with the "setPathObjectOrientationMode"?
*goes back to peering through the source*
07/21/2010 (12:42 pm)
My coffee hasn't really kicked in so I could be completely off but I think you ment "setPathObjectOrientationMode" which works as advertised. :)Curious when you set a TOPOINT on a node the camera turn is softer where as using this method is more of an instant "snap". Is this something with the "setPathObjectOrientationMode"?
*goes back to peering through the source*
#3
If you wanted to make it so that it made the transition smoothly, you would need to change the source to animate that information.
07/21/2010 (9:39 pm)
Orienting the object on a path moving towards a node which is set to TOPOINT will orient the camera over a length of time. Orienting the object using TOPOINT will indeed "snap" it to the object.If you wanted to make it so that it made the transition smoothly, you would need to change the source to animate that information.
Associate Phillip O'Shea
Violent Tulip
That should be it.