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CamChase


This camera takes and chases any object you specify as target.

By positioning the camera and its target in the Virtual Editor, you specify the relative location (offset) the camera will try to keep while the target moves around.

All active objects that are linked to the camera in the List Editor are considered as targets, but only one of them is actually used runtime.

If no target is defined the camera holds the position you set in the Virtual Editor.

Please see this tutorial for examples of usage.



Parameters

Rotation Speed (from 0 to 1). Quickness of camera rotation, when taking a moving object. Zero will cause the camera to not rotate at all, and 1.0 will cause the camera to align with the target immediately.

Translation Speed (from 0 to 1). Quickness of camera translation, when chasing an object. Zero will set a still camera, and 1.0 will cause the camera to reach its offset location immediately.

Field of view, in degrees. The lower the value, the more zoomed the scene.

A negative value switches the camera to orthogonal projection mode. In this case, view width (zooming) is defined by the absolute value of FOV. For example, -5.0 sets a 5.0 meter wide view.

Note that orthogonal projection cannot render SkyBox objects. Make sure the orthogonal camera is properly located as objects too far or too close or behind the camera are not rendered!

Ignore actor orientation. If not checked, the camera will consider its relative Virtual Editor position from the target object as a rigid offset. It means that the camera will try to keep its relative position while the target object rotates. This feature can be used to implement on-board cameras, for example.

No tilting. If checked, the camera will never tilt. Make sure this setting is not selected when the CamChase object is used as an on-board camera for example.

Viewport

Rendering At Start. If not checked, the camera will not display the scene when the project is launched. Run-time, you can enable rendering by using event objects like EventOnInput.

Horizontal position (0-1). The screen position of the viewport's top/left corner, between 0.0 (left margin) and 1.0 (right margin).

Vertical position (0-1). The screen position of the viewport's top/left corner. Zero is the left margin of the screen, 1 is the right margin.

Width/Height (0-1). Viewport size, between 0.0 and 1.0 (full width/height, as big as the screen).

Visibility distance (meters). Objects beyond the specified distance will not be rendered. Excluding from rendering the distant features of a large scene can improve frame-rate on slower systems.

Look-at offset

The camera takes a specific point on the object. This point is defined as an offset relative to the natural object's model center.

For example, assuming the offset from the model's center (look-at offset) is a point on the front bumper of a car, this point on the car bumper will still be the camera target when the car moves or rotates.

Shaking / intensity

If the camera is linked to another object in the Object List, then it supports several shaking effects you can use to boost realism for your projects by simulating camera human handling, quakes, dinosaur steps, vibrations caused by high speed and so on.

The intensity factor sets the shaking amplitude, frequency, or both, depending on the selected effect.

Note that the intensity factor can also be controlled run-time by using event objects or a script (see Internal Parameters section, below).

Relationships

This list defines how the CamChase object relates to the objects linked to it. The following relationship types are supported:

  • IGNORE. Do nothing.


  • CHASE. This object is the camera target.

    NOTE: specifying more than one single object as target is not recommended. Resulting behavior is undefined.


  • AVOID. If this object is solid (supports collision detection) the camera will try to avoid passing through it.

    NOTE: the avoidance algorithm only scans the space below the current camera location and therefore it is only guaranteed to work with normal terrain features, like hills and cliffs. It may not work for more complex structures, like for example a bridge.


  • Other dialog controls

    The remaining property dialog controls are common to all objects. They are explained here.


    INTERNAL PARAMETERS


    The following internal parameters can be accessed by using event objects like EventOnValue or Script:

  • Field Of View, write only
  • Shaking intensity, write only