1st person camera

1st person camera



Kode wheel segment Camera
Style Camera control
Modifiers without controls / should track socket / transition easing / ignore jumping / from socket / with offset
Primarily WHEN/DO WHEN
Pre-made brains that use it Unknown

Camera > 1st person camera


This tile is used to create a camera that represents the view through the eyes of a player as used in FPS games (First person shooters, such as Call of Duty or Battlefield). Placed in your player character, with no modifiers, it shows a camera angle from the character’s head socket. The character is invisible to the camera, but not the attachments on a character. It can also be used in non character brains.

Example Code

WHEN DO [1st person camera]


without controls: Turns off the right stick camera controls so you cannot see anything but straight ahead

should track socket: In the case of the head socket, this creates a bouncy walking effect to the camera when the player moves. Needs to be paired with [from socket] and a socket name.

WHEN DO [1st person camera][should track socket][from socket][head]

targeting/ ignore jumping: The camera does not jump with the player, stays in the same y axis position.

positioning/from socket: Used with a second modifier from the Positioning section of the Kode wheel. The camera can be attached to another socket, such as a foot.

WHEN DO [1st person camera][from socket][left foot]

positioning/with offset: Used with a vector and a socket (head socket if not specified is the default). Places the camera at a relative position to the socket.

transition easing: this only applies when moving from another camera to this one. The transition is the way the camera moves to the next. It creates a tracking shot without the use of paths. It needs a second modifier. Choices are ease between, ease to, flat easing.

WHEN DO [1st person camera][transition easing][ease to]

Modifiers for transition easing
without controls: Disables the right stick during the transition.
should track socket: If a socket has been chosen as a target, this will track its movements.
transition speed: Paired with a number. This determines how quickly the camera will move when transitioning to this  camera.
transition time: Paired with a number (seconds). This determines the length of time it takes for the camera to move to this camera (and therefore the speed of the camera – use one or the other)
use linear interpolation: Camera will transition in a straight line from one to the other.



Other Uses

Placed in a camera gizmo that is placed on a path it can be used to make complicated cut-scene tracking shots (like the opening film on Project Spark) . Can also be used to create rollercoaster cameras and theme ride cameras.

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