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Adjustible Camera Defaults Please!

Zimrai Aichi
Registered User
Join date: 26 Feb 2008
Posts: 13
02-28-2008 08:19
I'm tired of staring at the ground with my camera sitting 10 feet behind my head. Why is there not an option in the VIEW menu to adjust camera default settings?

As one walks around, the horizon is much more interesting than the floor directly in front of you. Yet the default settings demand that you look down. As a life simulation there should be a way to look up all the time.

I'd really like an offset third person view, a la Resident Evil 4.
Zimrai Aichi
Registered User
Join date: 26 Feb 2008
Posts: 13
02-28-2008 08:23
Also, I think this has had the unexpected consequence it seems of inducing enormous, out-of-scale architecture as a standard to accomodate the awkward camera setting. Please consider allowing users to control it themselves, and perhaps reset it for new users to a more horizon-friendly level.
Zimrai Aichi
Registered User
Join date: 26 Feb 2008
Posts: 13
02-28-2008 09:22
/142/d7/238578/1.html#post1887867


Here's another thread where I posted the same request. The thread creator is more interested in mouse controls, but he made mention of the ability to "freeze view altitude".
Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
02-28-2008 09:58
What you request is already provided.
1. Enable debug mode "ctrl - alt - shift - D"
2. Debug settings menu
3. CameraOffsetDefault
4. change X and/or Z (not recommended changing Y)
3. restart client
Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
02-28-2008 10:01
You can also have a script in an attachment that sets default camera parameters (more than just the offset) using llSetCameraParams().

You're right on in saying that the default camera parameters have given us architecture that's totally out of scale. I think it also might be one contributing factor for why most avatars are over 7 feet tall. You can build a hall that's 5 meters tall (16.4 feet), and it'll feel short and cramped.
Zimrai Aichi
Registered User
Join date: 26 Feb 2008
Posts: 13
02-28-2008 20:02
Thanks for the help. I'm glad there's a fix.

I've messed with the Debug Console, however the Y-axis does behave strangely. Instead of setting the camera off to one side it also distorted it. So now the Up arrow sends me on a diagonal path.

How did you use a script to control the camera? I am completely new and haven't touched scripting yet. Is it something I'll have to improvise or is there a tutorial?
Zimrai Aichi
Registered User
Join date: 26 Feb 2008
Posts: 13
02-28-2008 20:09
Also, placing the camera close to my head makes it slow to turn while holding left click.

Is there something I could script for that? I've already maxed Mouse Sensitivity and Camera Springiness.
Zimrai Aichi
Registered User
Join date: 26 Feb 2008
Posts: 13
02-29-2008 07:31
I found a solution to the slow head turning probem:

I mostly use a gamepad for navigation (just easier for me, I was born on a gamepad it seems). So I used my driver mapping program to increase the speed of the mouse emulation on the right analog stick. It can move really fast this way. To lock into "head-look" mode (3rd person mouselook where the head is manually turned about while holding left-click) I just added a toggle-left-click button to the gamepad. To exit the mode I have to toggle it off. It's very convenient and improves my navigation ability tremendously.