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Camera behavior inside hollow objects.

Stromko Perkins
Registered User
Join date: 22 Sep 2003
Posts: 87
04-13-2004 23:03
As it is now, if you are standing inside a hollow or cut object and try to focus on a point that is inside of it, you camera will often 'snap' out of the object entirely. Essentially it moves until it's out of the object's collision-box, which can be rather inconvenient when hollow/cut prims are used for houses and other structures.

Of course I'm not suggesting anyone needs to be efficient like that, but I know if I didn't have to worry about this issue I would be able to save a lot of prims on the projects I work on. Right now for instance I have a fairly large structure with an interior space, and have to use a lot of 'one-dimensional' walls to prevent this camera issue from hindering those inside the structure.

It's not utterly critical, but it would be a nice change. A lot of people make their buildings with hollow and cut prims without being entirely aware of the camera issue, and so I run into this fairly often on many different builds.
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
04-14-2004 07:18
Hear, here!

I've either reported this as a bug or mentioned it in the forums before, and it IS rather annoying. There's no good reason for the camera to be excluded from the primitive you are orbiting. It's not like the camera can't go inside all the other primitives as you move it around. Even a normal 10 meter square wall segment... There may be something embedded inside it. It would be nice to be able to alt-click the wall and swing the camera inside instead of having to find something else nearby to alt-click.

I only reason I can think of for this to be the case is the zoom. For most uses of the zoom feature, you want to look closely at the surface of a prim, not zoom the camera inside.

But if they move the min/max check to where the zoom sets the camera position instead of doing it for ALL camera position changes, it would solve both problems. Zooming would hit the surface of the prim, but swinging the camera around and through it won't pop the camera backwards till it is outside.

At the very least, the empty space of hollowed objects should be considered "outside".
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
04-14-2004 23:39
I agree, I haven't had this problem untill recently working inside a much hollowed object... man is it a pain... Definitly needs to be improved.
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
04-16-2004 09:38
Well, I'd add this in with the entire "redo the camera from scratch" idea. i.e. DON'T move the camera from where we put it (or at least give us the option to have it never move), DON'T force us to "follow" moving objects, etc.

It'd be nice if the camera could go "inside the ground" (without blocking the view) too. It's annoying working in a place like near the edge of the sandbox or close to the ground when you can't move the camera around to get a certain viewpoint.
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Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
04-16-2004 16:31
This was a big problem in the Vorago, one of the reasons I made mouselook the standard for play.

In a setting where things are hidden and you need to hide, you'll often seek shelter/seek objects bettween an object (like a stack of crates whatever) and a wall. This is pretty much impossible in SL if you're not in mouselook, as the camera will jump around like mad.

The problem really ampliifies if, say, you are holding a gun, and need to drop out of ML to click something. If you are armed and find an interactive object in a narrow space, dropping out of ML is a killer.

Ideally, the camara should zoom towards ML, not snap through the wall.
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