1. #1

    Another custom camera question.... sorry

    I want the camera to follow a custom object straight down with no side sweeping motion... the object will move laterally (within limits) but the camera should remain fixed straight ahead. the camera should track down relative to the height of the custom object.

    To start, i've never had much success animating the camera... I could probably work out how to get the OPE to track the custom object though... I'll have a crack at that while you all jump to my rescue

    Cheers
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  2. #2
    If I understand it correct you want the camera stay at its place and only rotate left/right to keep the object in view? There is an option in the advanced camera settings where you can select and lets you target an object which the camera will always rotate to.

    the camera should track down relative to the height of the custom object.
    So it does have to move along in a vertical line with the object? Uhm.. I think you can achieve this by having the y-coordinates of the object tied to the y-coords of the camera.

    edit: Tried it myself and it worked. Camera strafes along vertically as the same height as the object and turns left/right accordingly.
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  3. #3
    I'm not sure if you're understanding my meaning but maybe i can adapt what you've done...
    Here's wgat I'm doing... It's a skill game.

    a ball drops down pinboard. as it falls its bounces around but ultimately falls down. want the camera to follow down at the same speed as the ball but NOT turn left or right... or to tilt in any direction.

    So... fixed straight ahead and falling at the same speed as the ball. if you've done that in the five minutes since i saw you log on I'm so jealous lol I've been at this for abt an hour
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  4. #4
    Ok. If I'm understanding it what you want then do this(there is probably an easier way):

    1. Camera-OPE-Interval trigger. Camera is the target object of the OPE. (ope is set to global)

    2. Get two vector object position info; one for the camera and one for the object you want to track, in this case the ball.

    3. Now for the x,y,z coords: Tie the y-coords from the ope to the vector object info from the ball. (the camera will now always have the same y-value as the ball)

    4. Get a vector operator and change the type to vector and value. Vectoroperand is the vector position info from the ball and change the operand 2 value manually so that the x-value in the vectoroperator equals the x-value of the cameras vector info. (the y and z values probably wont be the same as the cameras y and z values, doesnt matter)
    Now take a get vector and in its options select the vectoroperator as its target and make sure the index is set as 0. Now it will take the first coords from the vectoroperator, in this case the x-value.

    5.Now tie the x-coords from the OPE to the value from the get vector

    6. Do step 4 and 5 again for the z-value, but change the index from the get vector to 2, then it will take the 3d value, the z-coords.


    You'll now have 8 tiles in total: interval trigger, ope, 2 vector object position info, 2 vectoroperators and 2 get vectors

    Camera will now only strafe left/right and up/down to follow the ball. It wont turn/rotate/change its angle.

    Do this when you are satisfied with the distance between the camera and the ball though, cause everytime you change the camera's or the ball's position, you'll have to manually change the numbers in the vectoroperators accordingly. There is probably an easier way and a way that automatically updates the coords of your camera into the OPE, but I don't know how that works.
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  5. #5
    Originally Posted by Rishaan Go to original post
    Ok. If I'm understanding it what you want then do this(there is probably an easier way):

    1. Camera-OPE-Interval trigger. Camera is the target object of the OPE. (ope is set to global)

    2. Get two vector object position info; one for the camera and one for the object you want to track, in this case the ball.

    3. Now for the x,y,z coords: Tie the y-coords from the ope to the vector object info from the ball. (the camera will now always have the same y-value as the ball)

    4. Get a vector operator and change the type to vector and value. Vectoroperand is the vector position info from the ball and change the operand 2 value manually so that the x-value in the vectoroperator equals the x-value of the cameras vector info. (the y and z values probably wont be the same as the cameras y and z values, doesnt matter)
    Now take a get vector and in its options select the vectoroperator as its target and make sure the index is set as 0. Now it will take the first coords from the vectoroperator, in this case the x-value.

    5.Now tie the x-coords from the OPE to the value from the get vector

    6. Do step 4 and 5 again for the z-value, but change the index from the get vector to 2, then it will take the 3d value, the z-coords.


    You'll now have 8 tiles in total: interval trigger, ope, 2 vector object position info, 2 vectoroperators and 2 get vectors

    Camera will now only strafe left/right and up/down to follow the ball. It wont turn/rotate/change its angle.

    Do this when you are satisfied with the distance between the camera and the ball though, cause everytime you change the camera's or the ball's position, you'll have to manually change the numbers in the vectoroperators accordingly. There is probably an easier way and a way that automatically updates the coords of your camera into the OPE, but I don't know how that works.
    Awesome dude I think that would work... what if I only want it to strafe DOWN? no side movement at all? I'll input what you've posted anyway and have a play around.
    Thanks
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  6. #6
    Don't waste your time with all that Vector stuff :P.
    Just use an Object Info Data Source, set to Y Position, linked to the ball. Place a custom camera at the desired X and Z position.
    Next use Interval Trigger > OPE

    Move ON, Local OFF
    OPE x: Press (whatever key it is) default to current position
    OPE y: Link to Object Info
    OPE z: Press (whatever key it is) default to default position

    Rotate OFF

    Link to camera.

    Should end up with 1x camera, 1x OPE, 1x Interval Trigger, 1x Object Info Data Source.
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  7. #7
    Originally Posted by JolanXBL Go to original post
    Don't waste your time with all that Vector stuff :P.
    Just use an Object Info Data Source, set to Y Position, linked to the ball. Place a custom camera at the desired X and Z position.
    Next use Interval Trigger > OPE

    Move ON, Local OFF
    OPE x: Press (whatever key it is) default to current position
    OPE y: Link to Object Info
    OPE z: Press (whatever key it is) default to default position

    Rotate OFF

    Link to camera.

    Should end up with 1x camera, 1x OPE, 1x Interval Trigger, 1x Object Info Data Source.
    This works! I'm sure I tried something similar initially but maybe my LOCAL was checked.
    Thanks Jolan
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