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Camera logic help

Archive: 12 posts


Hi all,

I have a controllinator-driven object which rolls left and right and jumps. The player follows it hiding inside an invisible controllinator.

At various times the object flies up to the ceiling and moves around with the same left/right/jump options and at other times it is on the ground.

While on the ceiling, however, I have flipped the cameras so the player sees the level as if the ceiling was the floor and as far as the player is concerned left and right still work correctly. This is the main gimmick of the level and makes puzzle solving and platforming a little more interesting.

PROBLEM: while on the ceiling and when moving between different game cameras, the view tends to tilt alarmingly between camera transitions which ruins the sense of normalcy. I guess this is when the game tries to intelligently transition between the camera views.

I've got cameras set up to rotate on a piece of sticker material every time the invert gravity switch is triggered:

http://if.lbp.me/img/ft/dff81403ed3fd8bf25ef94a2ae114221c8748b83.jpg

This works fine to flip the camera for the player. But here's an example of the upside down camera transition bit I don't want:

Inside an inverted camera's zone:
http://i1.lbp.me/img/ft/ec181d3482a742d0bd92eb85d28bc7d4998de5df.jpg

When meeting the edge of the camera's zone:
http://i3.lbp.me/img/ft/4a3a4c580e44f901b77abbcc935c262f2adef95a.jpg

And now in the next camera's zone:
http://i9.lbp.me/img/ft/349a308b0ddec76f4f564f73ffc371f22a0d2b0c.jpg


You can imagine this is pretty jarring during gameplay.

So can anyone help me to remove this camera transition effect? I've tried making the zone edges overlap a lot - no good - and using the front view to line up zones edge to edge - still no good.

I've tried using movie cameras inside sequencers in the player's controllinator - haven't cracked it.

I'm starting to wonder if I need to have all possible camera angles set up in the player's controllinator and trigger them as needed.

Help me universe!

Thanks
2014-01-08 02:43:00

Author:
aratiatia
Posts: 374


Place a tag in the object and activate the cameras with tag sensors and a selector to ensure only 1 camera is activated at a given time. That way you never have to deal with a transition effect if you set the zones large enough.2014-01-08 03:37:00

Author:
AmazingKittyCat
Posts: 204


I'll have a go with this and let you know what happens - many thanks!2014-01-08 03:42:00

Author:
aratiatia
Posts: 374


Try setting the camera zones so that there is a gap of 7 small grid squares between them. This creates a smooth transition between the two cameras.

The easiest way to do this is to place a piece of sticker material thats 7 small grid squares at the transition point, set one camera zone so it touches one side of the sticker material, then set the next camera zone so that touches thee other side of the sticker material. Then delete the sticker material when finished.
2014-01-08 08:47:00

Author:
fluxlasers
Posts: 182


Place a tag in the object and activate the cameras with tag sensors and a selector to ensure only 1 camera is activated at a given time. That way you never have to deal with a transition effect if you set the zones large enough.

Hi! Well I tried using tags on sticker material so that upon collision with my object they would trigger the relevant camera. Still has the tilting during the transition so that didn't work.

At the moment I've got a piece of invisible sticker material with a follower at max speed but low acceleration following the player. It has a deliberately slight lag. On this material is a bunch of preset game cameras activated with a sequencer. They activate when the player obejct collides with tagged sticker material. It works really well when the player is in normal upright mode (smoother than the usual in-game camera transitions) but still makes the view tilt when upside down.

fluxlasers: I'll give your idea a go but I suspect that it will still tilt when upside down, I'll let you know.

Meanwhile I'm going with the preset cameras set to follow. Not ideal and means I have to extend some sections of the level as they are more exposed visually. I'll also have to plan the level so there are no camera changes while inverted which limits the look of the level, sadly.

I have a generic "standard view" with angled cameras when approaching a left or right wall and the same again but closer in for more enclosed spaces.

Thanks for the tips so far!
2014-01-08 19:05:00

Author:
aratiatia
Posts: 374


I see that you're using gameplay cameras, but I suggest at least trying movie cameras set to ∞ (infinite) and use a selector (with tag sensors and tags) to dictate which type of camera is active at any given time.2014-01-08 19:30:00

Author:
synchronizer
Posts: 287


I see that you're using gameplay cameras, but I suggest at least trying movie cameras set to ∞ (infinite) and use a selector (with tag sensors and tags) to dictate which type of camera is active at any given time.

Thanks, I'll try dotting them around the level and, if that is no good, replacing the game cameras on my selector microchip.
2014-01-08 21:12:00

Author:
aratiatia
Posts: 374


Agree with both AmazingKittyCat and synchronizer: try a selector and movie cameras in your levels. I stumbled across the same problem while making my Tilted! level, and it appeared movie cameras were fine with a quick pan transition, for 0.5 seconds.

However on three walls out of four, the transition is clockwise and looks smooth, but strangely the fourth transition is counterclockwise. Never could figure why or how to fix it. Good luck with your level. Give a go to Tilted!, if what I made seems correct for you i'll take screenshots to help you.
2014-01-08 22:38:00

Author:
Djibees
Posts: 189


Agree with both AmazingKittyCat and synchronizer: try a selector and movie cameras in your levels. I stumbled across the same problem while making my Tilted! level, and it appeared movie cameras were fine with a quick pan transition, for 0.5 seconds.

However on three walls out of four, the transition is clockwise and looks smooth, but strangely the fourth transition is counterclockwise. Never could figure why or how to fix it. Good luck with your level. Give a go to Tilted!, if what I made seems correct for you i'll take screenshots to help you.

Cool, thanks! I've played your level and liked it - it's queued again so I can see how you worked it in. If I need some tips I'll message you!

Thanks

EDIT:


Agree with both AmazingKittyCat and synchronizer: try a selector and movie cameras in your levels. I stumbled across the same problem while making my Tilted! level, and it appeared movie cameras were fine with a quick pan transition, for 0.5 seconds.

However on three walls out of four, the transition is clockwise and looks smooth, but strangely the fourth transition is counterclockwise. Never could figure why or how to fix it. Good luck with your level. Give a go to Tilted!, if what I made seems correct for you i'll take screenshots to help you.

I set up movie cameras on a sequencer set to change as the player collided with tagged material. This worked fine while in the normal orientation:

http://i2.lbp.me/img/ft/d522919be12cf2e0bc664cb8ce2be3760c7d0e11.jpg


But for some reason, after rotation, the camera shifted its vertical centre so the player was not in the same relative space as before:

http://i8.lbp.me/img/ft/2c8bc65beef67df4dfb6ebe1ef2c53645a51924d.jpg

Notice in the first picture the player is near the bottom of the image (as I wanted) but in the second rotated image the player is halfway up the screen.

When I returned to the same technique using game cameras this issue is absent. When in the normal upright orientation:

http://i4.lbp.me/img/ft/2c43fd537849273ab11e1dfdc7cf73ebbeee87f7.jpg


And when in the inverted orientation:

http://i7.lbp.me/img/ft/2d782e57afdca6f53c32764ae7efc047afa6d05d.jpg


So it looks like the game camera option might be best. Here's the sequencer logic:
http://i0.lbp.me/img/ft/8c0001539a89becb50a79e6955b75074dd37d010.jpg

The forward/backwards timers transition the cameras using "activation scale" for a smooth change. The squares are counters set to "1." There are three cameras for "close in" and three for "wide view."
2014-01-09 04:23:00

Author:
aratiatia
Posts: 374


after rotation, the camera shifted its vertical centre so the player was not in the same relative space as before:
If by this, you mean "on one surface i see the ground, on another i don't", then yes, I had that issue too. I centered manually each movie camera to get the desired effect. But in the end, my logic looks pretty much like yours (with less cameras because I had no close/wide view). Using forward/backwards timers for transitions sounds good, i should try it.
2014-01-10 00:23:00

Author:
Djibees
Posts: 189


The movie cameras behave this way because they rotate around the place where you set the crosshairs, irrespective of where the character is. In the first picture, it seems that you moved the crosshairs upwards, which means that when upside-down, the view will be moved downwards, which is consistent with what is happening in your screen shots. If you want the camera to stay in the same position, the microchip with the movie cameras must be placed on a piece of hologram or sticker panel a certain distance away, attached to the character. So yes, if game cameras work better, then that's fine. If you wish to continue using movie cameras, it's best not to move the crosshairs, but the camera itself.2014-01-11 01:04:00

Author:
synchronizer
Posts: 287


The movie cameras behave this way because they rotate around the place where you set the crosshairs, irrespective of where the character is. In the first picture, it seems that you moved the crosshairs upwards, which means that when upside-down, the view will be moved downwards, which is consistent with what is happening in your screen shots. If you want the camera to stay in the same position, the microchip with the movie cameras must be placed on a piece of hologram or sticker panel a certain distance away, attached to the character. So yes, if game cameras work better, then that's fine. If you wish to continue using movie cameras, it's best not to move the crosshairs, but the camera itself.

Cool, thanks for the explanation. Depending on how things go I may yet use movie cameras if I can get around this rotation issue.

Cheers!
2014-01-11 21:06:00

Author:
aratiatia
Posts: 374


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