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Camera Zoom Angles

 
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JimmyB76

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Post Posted: 06-03-2005 09:05 AM Post subject: Camera Zoom Angles

ive been going thru my scripts/bridge/character pys and have been pretty much able to set the way the camera zooms in on a character, when hitting f1, f2, f3, etc etc while on the bridge itself; for all my bridges ingame to my own preferences...

but for the ent-a (and thus ent-b and excelsior) bridges, the only character i'm stuck on is felix's... i can't seem to be able to hit f2, and have the "camera" zoom in straighforward to the viewscreen... it always looks down at him directly (or around the floor beneath he and kiska... lol)... i'm sure it somehow lies in:
Code:

   
   # Add common animations.
   AddCommonAnimations(pENAFelix)
   
        pENAFelix.SetLocation("ENATactical")
        pENAFelix.SetStanding(0)
#       pENAFelix.AddPositionZoom("ENATactical", 1.0, "Tactical")
        pENAFelix.AddPositionZoom("ENATactical", 1.0)
#       pENAFelix.SetLookAtAdj(0, 0, 10)
#       kDebugObj.Print("Finished configuring Felix")



not entirely sure what the varibales for "SetLookAtAdj" mean in all honesty, but thru much trial and error of variables, i can't seem to nail it...
in other characters, the 1.0 variable is easy enough, as that's just how the camera straight-away zooms in toward that character... so you can have the camera zoom in close, or not at all - or even zoom out... but felix, in this instance is confusing the heck out of me... heh Bang head on wall

does anyone have any ideas?


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Post Posted: 06-03-2005 11:52 AM Post subject: Re: Camera Zoom Angles

Ok Jimmy, let's see some info:

Code:

#       pENAFelix.AddPositionZoom("ENATactical", 1.0, "Tactical")
        pENAFelix.AddPositionZoom("ENATactical", 1.0)


First, you know that the "#" disables the command line in python, right?
Aside that, the first line makes the camera to zoom over the ENATactical key, which basically is where Felix is sitted and 1.0 is the initial zoom you'll have when pressing F2, while the second one setup the zoom you'll have when looking at it, after pressing F2.

Code:

#       pENAFelix.SetLookAtAdj(0, 0, 10)


This one, which is also disabled, moves the camera target away from the ENATactical Position, based on (X,Y,Z) values for the target translation.

LC

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JimmyB76

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Post Posted: 06-03-2005 12:23 PM Post subject: Re: Camera Zoom Angles

LC Amaral wrote:
Ok Jimmy, let's see some info:
First, you know that the "#" disables the command line in python, right?

yep, this i know... the code i posted was the original script...
LC Amaral wrote:

Aside that, the first line makes the camera to zoom over the ENATactical key, which basically is where Felix is sitted and 1.0 is the initial zoom you'll have when pressing F2, while the second one setup the zoom you'll have when looking at it, after pressing F2.

ok, i do understand this... i guess i was just stuck on the idea of telling the camera to zoom to where "ENATactical" could be, say towards the viewscreen...
LC Amaral wrote:

Code:

#       pENAFelix.SetLookAtAdj(0, 0, 10)


This one, which is also disabled, moves the camera target away from the ENATactical Position, based on (X,Y,Z) values for the target translation.
LC

right on, that makes sense...

i will admit my scripting skills are still novice, but it was something i was tinkering with and wondering about for that spot in particular...


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Lt. Paris

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Post Posted: 02-22-2006 10:44 PM Post subject:

But Star Destroyer is in our list, probably as either the second or third bridge we'll make, depending on "other things"

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tiqhud

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Post Posted: 02-22-2006 11:17 PM Post subject:

Sure will be glad , when you get this all worked out JIM-- (I was kind'a wondering why it had to look at the character too)


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Treleth

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Post Posted: 02-23-2006 12:11 AM Post subject:

Lt. Paris wrote:
But Star Destroyer is in our list, probably as either the second or third bridge we'll make, depending on "other things"


Confused


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