Toggle between different cameras
I have two cameras in my level, three if you include the one built into the puppet. I want to be able to toggle between all three cameras. I've tried using the signal manipulator gadget as described in another post. This almost works.
I have one camera placed directly above my lavel. I'm using this like a map view. I then have another camera pointed at a hidden part of the level that I want to use like a menu screen.
I wired up the "map camera" via the signal processor custom option to the Dualshock touchpad. When I press the pad the camera transitions from my puppet in the level and flies up to the map position camera. When I press the pad again it flies back to the puppet. This is fine and looks good.
I tried exactly the same thing for the "menu screen camera" with another signal processor but wired it to the triangle button. I don't want to fly to the menu camera position. I just want to snap there. So in the camera settings I reduced the transition time to zero. This works well until I press the triangle button again. The view goes back to the previously selected camera, but it flies through all the geometry of the level. I just want it to snap back with no transition.
I also now have another problem. When you first start the level, it starts on the menu camera. I actually want to start on the puppet camera.
I'm not entirely sure I'm using the signal processor correctly. I'm just using the toggle on button at the bottom of the custom settings.
Is there another method to use?
Thanks
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It doesn't sound like the transition time has been set to zero on the camera you're going back to.
You may need to set up logic to dynamically change the transition time on your puppet camera, so it can give you the zoom effect for your map camera and a jump cut for your menu camera. -
Yes, I was thinking that maybe I need to change the map cam's transition to zero, but I assumed that would mean it wouldn't fly up and down to the puppet anymore.
I'll have to look at what options I have with the logic gadgets. I haven't really got into them yet.
Thanks. -
I'm still having problems. I understand now that whenever a camera is turned on, the view transitions to it. When I turn it off the view transitions to which ever camera was last turned on but not turned off. So if I start on the puppet camera then press the map cam button and then press the button for the menu cam, when I turn off the menu cam it transitions back to the map cam because it was never turned off. To get back to the puppet cam I have to make sure both the menu cam and map cam are turned off.
I solved the issue of the level starting on the wrong camera because I discovered that I'd wired in the signal processor whilst the camera had been turned on. This meant it always started the level with the camera turned on and thus overrode the puppet camera.
I think I'll have to figure out some sort of logic gate that makes sure that when you turn on one camera then the others are turned off.
However, I still have a problem with the puppet camera. It's built into the puppet controls and so I don't seem to be able to turn it off or control it's transition as it has no control for that.
I tried adding a new camera into the puppets logic. But it only followed the puppet very rigidly and not in the more natural way that the built in puppet camera behaves.
I'd still like to know if there is some way to control the transition to the puppet camera. -
Still having problems? Put a camera in the puppet with 0 transition aka a cut. Then toggle that on for 1ms So after the menu camera turns off it'll toggle that camera for 1ms then go back to the puppet camera and if you align the camera view with the puppet camera view it'll avoid moving the camera through the level
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