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New camera feature - how does it work?

Rant Clayton
Registered User
Join date: 14 Apr 2005
Posts: 31
03-16-2006 03:09
HI,

Ive read all about the new camera feature, saw the dev movie blahblah, but for me, it simply doesnt work. My camera is exactly the same like before. Is there something I need to change?

thanks
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
03-16-2006 03:16
As far as I know, the movie was slightly deceptive - the camera needs to be scripted (and on an attachment or vehicle). For which you need a scripter.

*ker-ching*
*cash drawer opens*

No, seriously, I'm going to be playing with it myself and I'll write a few sample cam scripts that should be useful. Maybe on an HUD, so you can change them easily.

I imagine that people who've been on the preview grid already have some.
Rant Clayton
Registered User
Join date: 14 Apr 2005
Posts: 31
03-16-2006 05:09
that would be very kind and nice!

Thank you
Les White
sombish
Join date: 7 Oct 2004
Posts: 163
03-16-2006 05:22
I was playing with the camera yesterday in my bikes. It's hot seks! really cool stuff :)

It's true i crashed about 3 times while testing, but i'm sure LL are going to improve physics soon, right? maybe? please?
Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
03-16-2006 05:47
Someone dropped me a full-perm demo hud, had some neat camera settings.
But... if you go to your Library Folder and Objects.... there will be a Kart 1.0, from the demo video, for you to rez and run around to your hearts content.
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crucial Armitage
Clothing Designer
Join date: 30 Aug 2004
Posts: 838
03-16-2006 06:10
From: Ordinal Malaprop
As far as I know, the movie was slightly deceptive - the camera needs to be scripted (and on an attachment or vehicle). For which you need a scripter.



why can't they ever have full disclosure on things like this just tell us how it works
i to watched the movie and read all there was and there was no mention of a needing a script.
just seems really aggravating to get people so excited about a new feature and then hold back some of the more pertinent facts about it like they did with the land store and causeing more drma when it could of all been avoided if they just said all there is about the new feature in the first place.
crucial Armitage
Clothing Designer
Join date: 30 Aug 2004
Posts: 838
03-16-2006 06:16
From: Burke Prefect
Someone dropped me a full-perm demo hud, had some neat camera settings.
But... if you go to your Library Folder and Objects.... there will be a Kart 1.0, from the demo video, for you to rez and run around to your hearts content.


what about the walking camera features they showed in the video ?
Sera Cela
A little bit of crazy
Join date: 15 Sep 2005
Posts: 197
03-16-2006 06:37
From: crucial Armitage
why can't they ever have full disclosure on things like this just tell us how it works
i to watched the movie and read all there was and there was no mention of a needing a script.
just seems really aggravating to get people so excited about a new feature and then hold back some of the more pertinent facts about it like they did with the land store and causeing more drma when it could of all been avoided if they just said all there is about the new feature in the first place.

Well the patch notes made if pretty clear that it was a scripted thing. The video was suppossed to be kinda like an appendix to the patch notes.
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
03-16-2006 07:27
Unless I'm mistaken, putting the following in an item and then attaching it should activate the followcam with the default parameters:
CODE
default
{
attach(key id)
{
if (id == llGetOwner()) {
llRequestPermissions(id, PERMISSION_CONTROL_CAMERA);
}
else if (id == NULL_KEY && (llGetPermissions() &
PERMISSION_CONTROL_CAMERA)) {
llReleaseCamera();
}
}

run_time_permissions(integer perm)
{
if (perm & PERMISSION_CONTROL_CAMERA) {
llSetCameraParams([CAMERA_ACTIVE, TRUE]);
}
}
}

though I can't test it since I am technically at work.
crucial Armitage
Clothing Designer
Join date: 30 Aug 2004
Posts: 838
03-16-2006 07:42
From: Sera Cela
Well the patch notes made if pretty clear that it was a scripted thing. The video was suppossed to be kinda like an appendix to the patch notes.


well i am one to admit when im am wrong and re reading the release notes i now see they did mention the scripts
*takes foot out of mouth**

but i do think that they should of just let us set a setting in the client to allow this with ut needing an additional attachment. if a script can tell the client where to move a camera then why not just let us tell the client how we want to move the camera with out additional scrips.
they could of done this and still let the scripters of viechels have there new toy.
Kurshie Muromachi
Primtastic!
Join date: 24 Apr 2005
Posts: 278
03-16-2006 07:43
FollowCam goodness can be found here.

PS - At the time of this posting the example code in that link is duped. You will have to remove the duplicate in that code window yourself otherwise it will error on you. *grumbles at that page*

I made a camera example that works out kind of like Ben's video. Multiple camera points setup and a controller. The cameras have repeated sensors on them that looks for someone in focus and shout out for live action. You can point the camera in desired direction as well. Of course repeated sensoring can be laggish so you could use alternative methods to getting the same effect. For example, you could check for waypoint collisions, do it by touching the cams, etc.

If you're interested in checking this out then IM me.
Kurshie Muromachi
Primtastic!
Join date: 24 Apr 2005
Posts: 278
03-16-2006 07:47
When I first saw that video I was under the impression that there was some kind of preferences option for setting the type of camera for your character. Definetly not the case. All in all though it's a pretty rockin' feature. Need more options though.
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
03-16-2006 07:51
Yes, I did too, and I also thought from the "security camera" bit that free-standing objects could control the camera, and I got all excited because I thought it would solve a problem I'd been having.

http://engine-proceeding.blogspot.com/2006/03/towering-issues.html

Granted, it didn't take me very long to find out that that wasn't the case, but the video was a little misleading, though it was good "whoa!" stuff. I look forward to playing with it personally.
Frans Charming
You only need one Frans
Join date: 28 Jan 2005
Posts: 1,847
03-16-2006 18:27
There is also a Kart 1.0 in your library, that has nifty camera options.
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