Im just wondering if anyone could help me by putting up a tutorial for camera placement, i seem to struggle with this alot.
Printable View
Im just wondering if anyone could help me by putting up a tutorial for camera placement, i seem to struggle with this alot.
Best bet is to stay away from them. The tracks that try to be Steven Spielberg tend to be really annoying. Only use when necessary or when they don't hinder the rider. Using a camera to make an obstacle 'harder' isn't cool, its annoying :p
Cameras are pretty simple. Rotate like any other object, and the white box is the camera range.
Hey there - just wondering if you'd like to share with us what you're doing - maybe we can help you out a little better if we know what you're trying to do with the camera. If you don't want to give away too much that's totally cool, but the more we understand, the more appropriate our responses will be.
If you want to test the camera view, the best way to do it is to actually test the track in the editor, but you can press up while the camera is selected and choose to see the camera view.
Placing cameras is a lot of trial and error, but the more you do it, the more easily you'll be able to judge the distance you want.
I don't really agree with Jarr3tt's statement of staying away from custom cameras, but I do agree with him on some points. There are a few things that I like to keep in mind when placing cameras on a custom track. Most of my views below apply to Competitive tracks. If you're making a decorative track, I think that many people are more accepting of radical camera angles, but it can still affect the replay value. Remember, none of these are actual rules - do what you want to do, and create what you want to create. We don't get great new exciting tracks without people doing their own thing. http://forum.redlynx.com/forum/image...on_e_smile.gif
- If you are making a competitive track, most people prefer that the camera angles not be modified too drastically, as it impairs the ability for the player to judge distances correctly. Remember that you've probably played your track a decent amount of times when you've released it, so it may be easy for you to make the jump from a weird angle, but many riders aren't going to spend the time to try to figure out what a perfect landing should look like from a top down view.
- If the camera angle makes the obstacle tougher, most people seem to find this frustrating rather than challenging.
- Custom cameras are good for showing a larger area if the rider needs to know what's coming, or avoiding objects on the driving line to give the player a clear view of the rider.
- Some examples of tracks that use custom cameras well are Roadkill, Crow's Dojo, Spiderweb, Epic Jumps and Where's the Ground? Most of these are used to zoom out so the player can see more of the track, and are usually used when the default camera wouldn't have been appropriate. Note that these are not the only acceptable uses of the custom camera in a competitive track, and some riders even feel that the changes in those tracks are distracting.
I hope that some of this helps, and let us know what you're trying to do!
I happen to think that cameras are amazing, and learning to use them to get your desired effect can be the difference between a good track and an amazing track.
Cameras are great to use when you have an elaborate obstacle and the rider needs to be able to see more than what the default camera will show. You can also use strategic camera placement to hide/mask lighting errors and physics glitches.
I know what Jar means about avoiding the camera tool there are many tracks that use no transitions so you go from a default view to a front view of the bike in about .05 seconds which can be very disorienting.
Best advice I can give is to use the option in a placed camera to look through the camera's view. Whatever is in the white box is what will be seen on screen while playing. Just like any other tool the camera will need some forethought and adjusting to make work right.
Try to not just place 1 camera in a section. Using a second camera, placed between where the default view ends and your custom view begins, with a view in between the 2 will act as a pretty good transition that will make the camera less noticeable.
For a demonstration of amazing camera work you can view a replay on DrittesAuge's Mystical Journey track and randomly press the X button. While playing the track it is difficult to tell where a custom view is used because of how well they were placed.
Ok, that was my 2 cents.
A few neat uses of cameras:
http://www.youtube.com/watch?v=RJnie...&feature=feedu
http://www.youtube.com/watch?v=IfFs63plqjg (shameless self promoting)
http://www.youtube.com/watch?v=BRE163_7fDk
horrible camera use:
http://www.youtube.com/watch?v=8yHR_...el_video_title (shamefull self promoting)
A bit of a tutorial:
http://www.youtube.com/watch?v=ytSO6cgmAl8
I just realized that Les said that Roadkill has a well used custom camera. I cheated! It's one camera that was copied and pasted about 60 times. People who use cameras sparingly and to show different angles for separate tracks were more involved in camera placement than I was. I just tried to keep the camera from showing ugly gaps in the tracks construction. Thanks for liking it though Les.
I know it's just the same camera over and over, but it's used appropriately. It has a purpose - I mean, trying playing that track without the camera and you'll pretty much cry. The track wouldn't have been as successful without the camera angle due to the nature of many of the obstacles, and the tight spaces. From another point of view, I guess you could also say that the camera angle allowed you to incorporate a different line into your track.Quote:
Originally Posted by ShiftySamurai