FollowCam in SL 1.9 Preview!
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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02-09-2006 18:02
https://secondlife.com/tiki/tiki-index.php?page=Preview+Release+NotesFrom: someone FollowCam? functionality allows scripts to control the camera
* Scripts on attachments and vehicles can now control camera behavior through a call to llSetCameraParams(), once they have acquired the PERMISSION_CONTROL_CAMERA permission * The script will control the user's camera as long as the resident doesn't override it (use Alt-zoom or enter mouselook, for example) and the object remains attached or the avatar continues to sit on it: o When multiple scripts attempt to control the camera, the last script to set the CAMERA_ACTIVE flag will have control o Older scripts will regain control as soon as the newer one is deactivated * The new FollowCam? scripts enable a huge variety of vehicle-following behaviors: o For instance, a loose camera setting allows sudden changes in vehicle acceleration to happen without causing dizzying jolts in the camera o By turning off the "behindness" feature, the camera will be simply dragged along, but it will not try to stay exactly behind the vehicle o Other parameters, like pitch (the angle at which it "looks down" at the vehicle), distance, and others, allow you to customize the cinematics of vehicular fun *drool*
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My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).
"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)." - mysterious system message I received after making off with Pony Linden
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Sera Cela
A little bit of crazy
Join date: 15 Sep 2005
Posts: 197
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02-09-2006 18:03
I already checked, you cannot use this to move the camera out of your normal "cam range". So no privacy issue posts please  Also if you go on the preview grid try not to attach stuff, it tends to crash you  (They know about it)
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Kermitt Quirk
Registered User
Join date: 4 Sep 2004
Posts: 267
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02-09-2006 18:39
I have one question about this feature... will llSetCameraParams take effect instantly even if the avatar is already sitting, or is it like the existing camera functions where they'd have to stand up and sit again before new parameters take effect?
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Kage Seraph
I Dig Giant Mecha
Join date: 3 Nov 2004
Posts: 513
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02-09-2006 19:17
Wow, I'm also excited about the following for vehiclemakers: From: someone integer llGetParcelFlags(vector pos)
* Get the parcel flags (PARCEL_FLAG_*) for the parcel including the point pos o PARCEL_FLAG_ALLOW_FLY + Used with llGetParcelFlags to find if a parcel allows flying o PARCEL_FLAG_ALLOW_SCRIPTS + Used with llGetParcelFlags to find if a parcel allows outside scripts o PARCEL_FLAG_ALLOW_LANDMARK + Used with llGetParcelFlags to find if a parcel allows landmarks to be created o PARCEL_FLAG_ALLOW_TERRAFORM + Used with llGetParcelFlags to find if a parcel allows anyone to terraform the land o PARCEL_FLAG_ALLOW_DAMAGE + Used with llGetParcelFlags to find if a parcel allows damage o PARCEL_FLAG_ALLOW_CREATE_OBJECTS + Used with llGetParcelFlags to find if a parcel allows anyone to create objects o PARCEL_FLAG_USE_ACCESS_GROUP + Used with llGetParcelFlags to find if a parcel limits access to a group o PARCEL_FLAG_USE_ACCESS_LIST + Used with llGetParcelFlags to find if a parcel limits access to a list of residents o PARCEL_FLAG_USE_BAN_LIST + Used with llGetParcelFlags to find if a parcel uses a ban list o PARCEL_FLAG_USE_LAND_PASS_LIST + Used with llGetParcelFlags to find if a parcel allows passes to be purchased o PARCEL_FLAG_LOCAL_SOUND_ONLY + Used with llGetParcelFlags to find if a parcel restricts spacialized sound to the parcel A few of these will come in really handy! Lots of useful features coming up in 1.9! edit: I hope the following means a more responsive, less centrally-dependent grid as well: From: someone Improved communication between regions
* A new method simulators running each region to interact with one another has been implemented. * This new method allows for communication between regions, rather than requiring data go through a central server * The internal path for almost all data that must go from one sim to another far away sim (where 'far away' is defined as not touching) has been changed for the following functions:<snip> Perhaps it will take a few bugfix releases to iron the wrinkles out, and someone will have to wake up chicken little for the 1.9 release, but I think this will be pretty neat stuff.
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Ben Linden
Igluchanchalowan
Join date: 31 Dec 1969
Posts: 137
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02-09-2006 21:03
From: Kermitt Quirk I have one question about this feature... will llSetCameraParams take effect instantly even if the avatar is already sitting, or is it like the existing camera functions where they'd have to stand up and sit again before new parameters take effect? Kermitt, you can update the camera in real time, it is very, very nice. ben
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Kermitt Quirk
Registered User
Join date: 4 Sep 2004
Posts: 267
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02-09-2006 21:07
From: Ben Linden Kermitt, you can update the camera in real time, it is very, very nice. Excellent. I'm gonna have some fun with this one. 
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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02-09-2006 22:46
If you want to try it with an attachment, you can get around the crash bug by attaching it from the world instead of from inventory. Tried out the test script, really interesting stuff! I can see this will have a lot of potential, particularly for makers of machinema. 
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My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).
"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)." - mysterious system message I received after making off with Pony Linden
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Kage Seraph
I Dig Giant Mecha
Join date: 3 Nov 2004
Posts: 513
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02-10-2006 03:02
Aww, man, cam control will also really benefit oversize avs. It was a perennial problem for folks unaware of being able to lock zoom with the mousewheel.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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02-10-2006 03:11
From: Kage Seraph Aww, man, cam control will also really benefit oversize avs. It was a perennial problem for folks unaware of being able to lock zoom with the mousewheel. I became aware of this while being a Squoofy Melonjay! I kept watching to see over my shoulder, as opposed to through my @$$.
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Blueman Steele
Registered User
Join date: 28 Dec 2004
Posts: 1,038
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Machinima
02-10-2006 04:18
wow and think what this could do for in-game movies!
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Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
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02-10-2006 05:46
From: Beatfox Xevious If you want to try it with an attachment, you can get around the crash bug by attaching it from the world instead of from inventory. Tried out the test script, really interesting stuff! I can see this will have a lot of potential, particularly for makers of machinema.  There is a vehicle in the library>objects try adding the test script to that and then have fun driving around with follow cam 
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Verkin Raven
Registered User
Join date: 5 Jan 2005
Posts: 243
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02-10-2006 05:53
Thanks Lindens! It'll be possible to create vehicles with selectable views like in most games, commonly assigned by default to F# keys. An example with a car: - First person - Bumper - Bonnet - Roof - Wheel well (70's style  ) - External long - External short - Overhead While it was previously possible to do this, the required re-sit made this capability practically worthless.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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02-10-2006 05:59
What about when you're *not* in a vehicle? I'd like to move the default camera around just when walking around... if I could lower it to an "over the shoulder" view when inside, for example, or drop it a meter when using a "Tiny" avatar, and zoom it out when using an oversized av like one of Kage's mechas, that would be amazingly useful.
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Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
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02-10-2006 06:07
From: Verkin Raven Thanks Lindens! It'll be possible to create vehicles with selectable views like in most games, commonly assigned by default to F# keys. An example with a car: - First person - Bumper - Bonnet - Roof - Wheel well (70's style  ) - External long - External short - Overhead While it was previously possible to do this, the required re-sit made this capability practically worthless. Still can't do the F# key part though, will have to use HUDs or something.
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Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
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02-10-2006 06:08
From: Argent Stonecutter What about when you're *not* in a vehicle?
I'd like to move the default camera around just when walking around... if I could lower it to an "over the shoulder" view when inside, for example, or drop it a meter when using a "Tiny" avatar, and zoom it out when using an oversized av like one of Kage's mechas, that would be amazingly useful. It says it works with attachments, so I guess you'll have to make a HUD for that.
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Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
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02-10-2006 06:22
"Vehicles are automatically granted permissions when you sit"
Does that mean permissions are automatically granted when you sit on a prim, or does the script have to call something like llSetVehicleType(integer type) first? Anyone tried?
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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02-10-2006 07:28
Hmmm. So I can't give perm to a remotely controlled device? Like an RC car, or more to the point, a rolling bomb?
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Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
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02-10-2006 07:38
From: Burke Prefect Hmmm. So I can't give perm to a remotely controlled device? Like an RC car, or more to the point, a rolling bomb? Seems this isn't implemented yet. However I belive you can still do it by using an attachment and tracking the object with llSensorRepeat and updating the camera from there.
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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02-10-2006 08:04
Maybe. I'd be using an attachment to throw it anyway.
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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02-10-2006 08:08
Region & Parcel status detection! HELL YEAH!!!!! That'll make notification of dangerous or limited areas so much easier!
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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02-10-2006 08:51
From: Zepp Zaftig It says it works with attachments, so I guess you'll have to make a HUD for that. Yeh, yeh, I missed that, what with everyone else going on about vehicles. Being able to change your point of view when flying up or down... hmmm... sounds like an option to add to Cyberflight, as well as adding a bit of "lookahead" steering when turning...
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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02-10-2006 09:01
Yep. Cyberflight is always attached to me one way or another. This is pretty great. I can see this pulling me out of my rut.
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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02-10-2006 09:04
Oh. And there's another use for this as well. Sex! Camera angles for stripper poles, lapdance tables, poseballs!
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Kage Seraph
I Dig Giant Mecha
Join date: 3 Nov 2004
Posts: 513
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02-10-2006 09:18
From: Kage Seraph Aww, man, cam control will also really benefit oversize avs. It was a perennial problem for folks unaware of being able to lock zoom with the mousewheel. Dang SL fanboys... 
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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02-10-2006 09:28
From: Zepp Zaftig Still can't do the F# key part though, will have to use HUDs or something. You could create F-key activated gestures that send chat commands to the vehicle.
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My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).
"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)." - mysterious system message I received after making off with Pony Linden
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