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A New User's 'Perspective' on Camera Control

Morse Dillon
Lifetime Member
Join date: 11 Dec 2003
Posts: 142
12-12-2003 07:21
Well, after spending a few hours in SL last night, I found myself really getting frustrated with the way that the camera works. Movement was also a sticky issue. In short, things didn't work nearly as well as I thought they should have.

I know that SL is still in its early phases, and a lot of development focus is being put on the scripting system, bug fixes, etc. However, if you guys want to really grow your user base the system needs to be more *accessible* than it is now. If a user downloads SL and gets frustrated with not being able to look and move efficiently, there's a lot lower chance that they'll stick around long enough to see all the cool stuff SL has going for it.

As it stands, camera control is pretty clunky compared to other 3D environs. I'm not really talking about the automatic camera AI (although that could use some work too), but rather the user-interface by which you zoom and pan around the world.

My single biggest request to help remedy this situation is for Linden to implement an "Autopan" function, whereby the user's view automatically rotates about the Avatar's Z axis when the cursor hits a screen border. For example, push the mouse all the way to the right, and the view starts rotating right.

My second request is to "smooth" the mousewheel zoom by including more in-between FOV settings. It would be nice to have the zoom move fluidly in and out according to mousewheel action. Right now, things are kind of rough and the feature is really only half-usable.

Together, these two features would obviate the need for a lot of monkeying around with modifier keys. Want to look at your face? Push the mouse to the right until the view swings 'round and zip the mousewheel forward.

Also, I'm not sure if this is there already, but I would like to be able to map the middle mouse button to act the same as the Shift-Alt pan modifier combination.

As for movement, I may have to chalk this up to lag but it was *really* annoying that my character would continue turning even after I let up on the a or d key. Also, walking while turning left a *lot* to be desired. See any popular first-person shooter for the way this ought to work.

Where the camera AI is concerned, there's one major change I would make to how things work now. Currently, it's easier than it should be for the view to get occluded while moving around indoors. What I would propose (if it doesn't work this way already and is somehow otherwise broken) is this: create 2 'modes' for the camera to work under. In the first "automatic" mode, the camera tries everything possible to keep an unobsctructed view of the avatar. In the seccond "manual" mode, all bets are off and occlusion is not considered. The important part to this system is how the camera decides what mode it is in. I would propose that "automatic" mode be engaged when the user's state changes significantly. For example, if the user is standing there, looking around in manual mode, then takes a small step - it should stay in manual mode. However, if they take more steps (i.e. it looks like they are going somewhere) things fall back to automatic. Also, a sort of "manual lock" should probably be included, for specal cases where you're moving along but for some reason want to stay manual. Finally, a "semi-automatic" mode would be nice as an option, where the camera doesn't constantly try to resume the over-the-shoulder 3rd-person view, but will try to intelligently unobstruct things if something is in the way.

I'll stop there with the camera AI, as I can tell it's really a MUCH bigger topic than this little post :)

I've noted in another post that I'm *really* excited about some of the groundbreaking stuff that SL is doing. However, for it to continue to grow and (eventually?) profit, it's got to be as accessible as possible to your average gamer-type and UI is obviously a huge part of that.

Thanks for all your hard work!

-Morse Dillon
Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
12-12-2003 07:43
Although I'm quite used to and comfortable with the existing system, I have to agree that it is a bit rough and could use a bit of fine grain sanding down to smooth out the experience for new users.

The best 3D user interface I've seen so far was the one used in the game Black & White. Even though the game was kind of a dud, it's interface was quite revolutionary. It was remarkably easy to move and rotate the camera and work with the objects in the scene.

If LL ever intends to do major changes to the navigation controls, I hope they might take a moment to look at some of the navigation ideas in B&W.
Ingie Bach
Registered User
Join date: 17 Dec 2002
Posts: 254
12-13-2003 13:26
Hi, I'm certain I know what your walking and movement problems are, lost packets. If you go to the preferences screen (you can get to it from the sign in screen) then hit the Network tab and LOWER the band width to somthing you know your connection is faster than, then the packets won't be fed so fast, and you won't have such trouble.

Like when I go to check my actual dsl speed, its a horrible 165 kps, so my setting is at 100kps, and I don't feel any pain :p

Regarding the camera, I HATE 3rd person, but in mouse view, the controls are even clunkier, and I hate that more. I wish they'd give me first person view with normal controls, so when I'm standing around chatting, I can look from 3rd person as usual, at the scene/etc... but when I'm walking around ESPECIALLY in a build that is to propper scale, I won't have exterior walls obscuring my view and causing me to not know where I'm going. I build HUGE rooms, cause I cant stand that!!

PLEASE give me 1at person, oh please oh please oh please!!!

Hee hee hee, Love INgie
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
12-13-2003 15:20
You lost me kinda with the whole camera AI thing, lol. But I agree that the camera does need some refining.
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