|Kode wheel segment||Camera|
|Modifiers||with controls / should track socket / transition easing / In-World Fixed camera editor / positioning (multiple) / targeting (multiple)|
|Pre-made brains that use it||Unknown|
Camera > fixed camera
This tile is used to create a camera that represents a static view from a set distance. (Like Donkey Kong,Pac Man), but can also act like a CCTV camera – fixed to a wall, but can move left and right. It can be placed in a static or moving object. If placed in the player with no modifiers it shows the initial view that you get from a follow camera, but the player can move away from the camera or towards it. The camera will still track the player left and right. The right stick controls are not enabled with default settings. If placed in a static object, with no modifiers, the view is fixed and does not move.
WHEN DO [fixed camera][Fixed camera 1]
with controls: Turns on the right stick camera controls so you can pitch up and down.
should track socket: Pair this with [target socket] and a socket name. Camera will track (keep in view with accompanying up and down movements) that socket when used. Only applicable to moving objects.
WHEN DO [fixed camera][should track socket][target socket][left hand]
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 [fixed camera][transition easing][ease between]
with controls: Enables 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.
In-World Fixed Camera Editor: This allows you to place your fixed camera in the world to any angle or position. Use the left and right sticks, zoom in and out and lower and raise the camera to get the desired view. Pressing Right trigger will accept the camera and a tile with that camera number will be created. This is a much easier way of positioning the camera than using the positioning modifiers.
positioning/from offset: This will position the camera at an offset position using a vector.
WHEN DO [vectorvar:cam][y][=][0.3]
WHEN DO [fixed camera][with offset][vectorvar:cam]
positioning/from position: If you place a fixed camera in a moving object so that the camera will track it left and right you can set the fixed point of the camera in a static object. Use IWP. Also use further socket or offset positions from your object. Note: placing a camera without an offset may present a view from inside the object.
WHEN DO [fixed camera][from position][IWP:logic cube][position]
positioning/from socket: NO INFORMATION (No discernible changes to camera)
WHEN DO [fixed camera][from socket][head]
positioning/max pitch: This sets the maximum amount of pitch the camera will do. Pair with a number (angle degrees) between 1 and 359. Set both max and min to the same pitch and you permanently fix the camera at an angle. (or use the pitch tile)
positioning/ min pitch: This sets the minimum amount of pitch the camera will do. Pair with a number (angle degrees) between 1 and 359.
positioning/max yaw: This sets the maximum amount of yaw (left and right movement) the camera will do. Pair with a number between 1 and 359.
positioning/min yaw: This sets the minimum amount of yaw (left and right movement) the camera will do. Pair with a number between 1 and 359.
positioning/pitch: This sets the pitch of the camera to a fixed angle. Pair with a number between 1 and 359.
positioning/yaw: This sets the yaw of the camera to a fixed angle. Pair with a number between 1 and 359.
targeting / ignore jumping: The camera does not jump with the player, stays in the same y axis position.
targeting / ignore self as target: This will not stop tracking the object whose brain it is in and just point at the target. Needs a separate kode line to specify the target
WHEN DO [look at target][tree]
WHEN DO [fixed camera][ignore self as target]
targeting / target offset: Paired with a vector variable this offsets the position of the camera by the defined vector.
WHEN DO [fixed camera][target offset][vectorvar:myoffset]
targeting / target socket: Paired with a socket name. However there is no obvious advantage in using this tile as the change of camera shot from head to foot to hand was miniscule on a character model.
Fixed cameras are very good at creating cut scenes. Use a camera gizmo or logic cube. Use the In World Camera Editor to set up your cameras with transitions to create moving shots from one camera to the next.