Using Cameras - CleverChaoFrontiers/Blendhog-Level-Creator-Blender-Addon GitHub Wiki
"HELP I CANNOT SEE!!!" That's because you haven't added cameras to your level! Time to learn how to do that:
STEP 1: CameraVolume
Start by placing a CameraVolume. When Sonic enters this volume, the camera activates.
Open the parameter menu and you will see a bunch of settings. Here's a breakdown of them all (The most important ones have been given *. The rest have good default values.):
| Parameter | Explanation |
|---|---|
| RangeSpawning | RangeIn Sets spawn distance and rangeOut sets despawn distance when leaving rangeIn radius. |
| *Target | This is where the ID for the camera is inserted. The color picker will automatically add the ID but you can write it in the box too. |
| *Priority | If two CameraVolumes overlap, the one with the highest priority is chosen. |
| useHighPriority | Uses the priority system if checked. |
| *easeTimeEnter | Time for the camera to move to the camera volume's camera when entering the volume |
| *easeTimeLeave | Time for the camera to return to normal after leaving the volume |
| InterpolateTypeEnter/Leave | Type of interpolation movement for the two enter parameters above |
| state | Sets if the camera volume is on or off by default. If off, it needs a switch to activate (See Using Switches) |
| action | Sets if the camera volume activates once or every time you enter the volume |
| disableFreeMode | Sets if freecam can be used (in frontiers: openzone only) |
| Volume/Shapetype | Type of shape of the volume |
| Volume/basePoint | Sets where the basepoint of the volume should be (IN BLENDHOG THIS IS SET TO BASE CENTER IN THE ASSET. CHANGING IT WILL GIVE STRANGE EFFECTS) |
| Volume/CollisionFilter | Sets what type of collision activates the camera volume |
| *volume/CollisionWidth/Height/Depth | Sets the size of the volume |
| volume/CollisionOffset | Sets the offset from the basepoint of the volume |
STEP 2: Place and connect a camera
Now choose a camera from the asset pack. We will start with the simplest one. The CameraFollow object.
Place it down anywhere in your scene.
First, go back to the camera volume's parameters and choose the "Target" colorpicker. Pick the cameraFollow object. It will appear in the window when you did it correctly.
You can change several settings for the camera too in the parameter menu (though those, I will not list. Experiment with the different settings!)
Now you are done and can export both as objects. In game you will get different results from different cameras.
Included cameras
CameraFollow
Camerafollow is the simplest camera. It sits at a certain distance and angle from the player and follows the player around at that same distance and angle.
CameraPan
CameraPan sits still where you place it and looks at the player. Great For those cinematic loop shots
CameraFix
CameraFix sits still and looks at a specific spot set by a coordininate or an object. You can change the coordinate in the parameter menu and the coordinate it looks at is shown as a cross object
It looks like this and can be used to focus on a door opening or other events.
CameraRail objects
CameraRailForwardView and CameraRailSideView works the same as Camerafollow but changes their angle depending on a path. See it as if you put the camera on a tripod, and let it follow a track. while it wouldn't change angle by itself, it would naturally change angle according to the track.
Remember that this camera HAVE to be connected to a path through the pathName parameter in the cameras parameter menu
Both cameras work the same, but CameraRailForwardView is focused on 3D camera angles while CameraRailSideView is focused on 2D camera angles.
Other Cameras
You want more?? Alright, you can place any sort of object and rename it to the other cameras that exist in the code, to use their parameters instead.
Here is a full list of all available cameras in both games:
| Frontiers | Shadow |
|---|---|
| CameraCyberPrototype | CameraCyberPrototype |
| CameraCyberStandard | CameraCyberStandard |
| CameraFix | CameraFix |
| CameraFollow | CameraFollow |
| CameraObjectPan | CameraObjectPan |
| CameraPan | CameraPan |
| CameraPoint | CameraPoint |
| CameraRail | CameraRail |
| CameraRailAnimation | CameraRailAnimation |
| CameraRailDiving | CameraRailDiving |
| CameraRailForwardView | CameraRailForwardView |
| CameraRailLook | CameraRailLook |
| CameraRailSideView | CameraRailSideView |
| CameraShakeTrigger | CameraShakeTrigger |
| CameraStandard | CameraStandard |
| CameraTilt | CameraTilt |
| CameraVertical | CameraVertical |
| --- | CameraFirstPerson |
Tips
Preview Camera in Blender viewport
You can preview the camera assets directly in Blender. Use this button found in the sidetab while a camera is selected.
The Blender camera is now connected to the camera object through drivers. Its view can be accessed through this button in the viewport or by pressing numpad 0.
Now you can preview the Camera angles directly in blender. You will notice the camera following the object and the parameters you change.
CameraActivator for temporary Camera activation
If you name an object "CameraActivator" you can temporarily turn on a camera for a certain amount of seconds set by the lifeTime parameter. This is useful for event purposes and needs to be turned on with some sort of switch (again, see Using Switches)