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Authoring custom camera animations: Difference between revisions

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Iritscen moved page AE:Authoring custom camera animations to Authoring custom camera animations without leaving a redirect: modding tutorials are all in the main namespace except for this and one other
(updated old offsets to new ones, restored bold italic for second matrix)
m (Iritscen moved page AE:Authoring custom camera animations to Authoring custom camera animations without leaving a redirect: modding tutorials are all in the main namespace except for this and one other)
 
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                 <Rotation>0 0 0 1</Rotation>
                 <Rotation>0 0 0 1</Rotation>
                 <Translation>0 0 0</Translation>
                 <Translation>0 0 0</Translation>
                 <Time>0</Time>
                 &lt;Time>0&lt;/Time>
             </OBANKeyFrame>
             </OBANKeyFrame>
         </KeyFrames>
         </KeyFrames>
Line 62: Line 62:
  cm_canter_weapon=0
  cm_canter_weapon=0
Also note that the character's vertical aiming is unrestricted, so if you want to aim the camera extra-high or extra-low, the player camera won't be reflecting the actual elevation of the camera's "body": in that case, you may be better off going into manual camera mode 1 again, so as to look at the character a bit from the side, or roughly along the desired axis.
Also note that the character's vertical aiming is unrestricted, so if you want to aim the camera extra-high or extra-low, the player camera won't be reflecting the actual elevation of the camera's "body": in that case, you may be better off going into manual camera mode 1 again, so as to look at the character a bit from the side, or roughly along the desired axis.
Using the current settings above is not possible to capture a camera that is looking 90º above or below the character (perpendicular camera view to the ground/sky). You can actually achieve these types of cameras using the following commands:
''Top-Ground camera:''
cm_canter_unarmed=1.0
cm_canter_weapon=1.0
''Ground-Top camera''
cm_canter_unarmed=-1.0
cm_canter_weapon=-1.0


Once the orientation is correct, enter '''make_corpse shpadoinkle'''. This will create a file in the Oni folder called lvl_#_shpadoinkle_corpse.dat, that looks a bit like this (and a bit like [[CRSA]], not surprisingly):
Once the orientation is correct, enter '''make_corpse shpadoinkle'''. This will create a file in the Oni folder called lvl_#_shpadoinkle_corpse.dat, that looks a bit like this (and a bit like [[CRSA]], not surprisingly):