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#1

Movie camera in gameplay?

Archive: 3 posts


Can anyone please explain to me how cameras work? I am finding the gameplay camera to be lacking with the extra options. While the cinema camera seems to be rather inflexible for gameplay parts. For example, if I put follow player in cinema camera, the option seems to disable the camera.

What is the best approach in dealing with cameras in gameplay mode? Let us take one example; I am currently aiming to create an object which regularly shakes the camera for .5 seconds on the impact with the other object. This shaking would be implemented during the gameplay, and the screen would always have to be centred on the player, while the shaking of the camera would occur in the determined intervals.
2011-02-21 14:46:00

Author:
Stampy
Posts: 86


I'm still playing with the cams my self. But would it be possible to do it the old fashion way and physically shake the camera?

It would depend on the structure of your level, but could you place the cam on some kind of rig, i.e.cam on a piece of cardboard or some other material. Attach the cardboard to an immovable object with a piston that a small difference between max and min length and attach an impact sensor to the object in question. Then wire the impact sensor to the logic that controls the piston speed and duration.

I'm not even sure if it would work. Just trying to think of a solution off the top of my head.
2011-02-21 17:54:00

Author:
Chicago51
Posts: 258


For example, if I put follow player in cinema camera, the option seems to disable the camera.


Not sure what you mean by this?

I'm pretty sure you want to use the movie camera, just make sure you don't disable the controller. If you want intervals just set up different camera's and switch between them with a timer.
2011-02-21 17:56:00

Author:
Krondelo
Posts: 136


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