So for a track I'm working on, I have fog set up to obscure the track in the background, but for my thumbnail I need to move the camera away from the driving line, which means the fog comes with it.
I've set up an area condition that activates if the bike doesn't move for 5 mins so that I could set up the camera activate the physics and wait to take the shot, it's a method I have used to get action shots for the thumbnail for other tracks by using a force to push the bike after a certain time so I figured it would work, but the area condition refuses to do anything unless you are actually playing the track, everything else like area affecters and physics objects will work, but not an area condition, am I doing something wrong, is this a bug, or does it just not work?
Also if the area condition isn't possible, does anyone have any ideas of a way around it? The only thing I can think of is to set up the fog how I need it for the thumbnail, and have it fade to thicker fog with the area condition as the game starts, but I'd rather not have it noticeable like this as its solely for the thumbnail.
I think if you check show visualization, the camera will change to that.
As far as i can tell, all that did was make the sphere that shows how big it is visible when you don't have it selected.Originally Posted by Jarr3tt88
Did you move your "Camera" vision into the circle? Maybe this is only with custom cameras.Originally Posted by Lukeyy19
I've tried putting the camera in the sphere, I've tried linking it to the rider, the camera, a static object, turning visualisation on and off, making the sphere bigger, and smaller and it works fine when you're actually riding the track, but not when you press the back button in the editor, which is where I need it to work.
As long as the object it's linked to is within the sphere, and it's enabled you see the change in fog, it just doesn't seem to show up unless you're actually riding the track for some reason.
the show visualisation option for area condition is set inside the camera
if that doesn't work what about adding a second area condition with a very small bubble that is just used for the thumb, that way you only need to move the camera into it when taking the shot and then adjust the FOV to compensate (if possible!)
It is a small area condition solely for the thumbnail, that's why I need it to activate in the editor, but I didn't know there was stuff to do with the camera that affected it.Originally Posted by dasraiser
So the issue is that the editor isn't using the game camera to take the thumbnail which is the one that sees the change? But is there a way to edit the settings of the editor camera so it sees the change, as I can't switch to a custom camera or the game camera during the thumbnail capturing can I?
I'll have to have another look tonight and fiddle about with the cameras too and see what I can do.
The simplest of things always end up being the most complicated.
the only way i can get it active in the editor is to fly the camera into the bubble, then it activates, but only if show visualisation is set in the (blue main) camera.Originally Posted by Lukeyy19
i believe it does use the main camera, well at least i thought it did(?)Originally Posted by Lukeyy19
if all else fails maybe have to start gate trigger the correct area effector and have the game default be for your thumb, i think this is kind of a lame method really though as it exposes your thumb camera while the count down is going, followed by a sudden change!
I don't think I had that option enabled in the camera but it was showing in game just not in the editor, I'll give it a try later though, hopefully that does it as yeah I'd rather not go down the route of it suddenly changing as the game starts, cheers guys.Originally Posted by dasraiser
Unless, here's a thought, is Show Visualisation essentially making it so the editor camera sees what the camera you have selected that option in sees meaning it causes the editor cameras to take on the properties of the game camera, if that's correct it should work and Jarr3t was right all along and I just misunderstood what he said.
Turns out all I had to do was set the Area Condition to 'Active Camera' and place it in the position that I will have the camera for the thumbnail then when I move the camera there the fog disappears.
I didn't even need the timers to turn it on and events to disable it if the bike moves etc, also show visualisation has no effect when checked in the area condition or cameras other than showing the size of it's active area without having to select it, it was very simple and I just overlooked it by assuming 'Active Camera' meant the blue game camera and not the editor camera.
Thanks for the help though guys.