#Camera rotation
1 messages · Page 1 of 1 (latest)
I guess I might have to just wait until there's more documentation or code samples online
Try camera satellite mode and camera free mode
you can use a boolean to store the state
check the documentation
it should be sufficient
there's nothing in the doc on camera free mode
is there a dev library for a ide that does autocomplete or something... like pycharm?
Camera:SetModeFree()
I can't find it in the docs either, which is really weird
https://docs.cu.bzh/reference/camera should be here
A Camera is an object that can be placed in the scene to render all or select elements based on their layers. The global instance Camera corresponds to the default main camera that renders to fullscreen. Additional cameras are rendered on top, according to their view order. Their output can optionally be displayed inside a custom screen rectang...
yeah, that's what i'm reading
i think what i want is something like a object attached to the player but in front and backward facing from 3rd person angle. the free mode makes it were the player just spins. what i want is the same as toggling the view in minecraft
I know. I think you’ll have to figure out yourself with rotations and stuff
so cubzh can only have 1 camera, right?
😅 I don’t know this answer myself
the documentation says no
but code examples like the minimap world indicate otherwise
it's possible to create several of them, but I couldn't tell you how, I think @fossil nebula succeeded in one of his projects
okay, i think i figured it out...
toggle = Object()
toggle.Position = { Player.Position.X, Player.Position.Y+10, Player.Position.Z+10 }
toggle.Rotation = {0, -math.pi, 0}
World:AddChild(Player)
Player:AddChild(toggle)
by making it a child of the player, it appears to stay fixed in front, but facing the player. when i switch camera like this:
if toggleView then
Camera:SetModeThirdPerson(toggle)
else
Camera:SetModeThirdPerson(Player)
end
it appears to have the same movement but from the front
Awesome solution!
That’s a clever one, I would have overcomplicated it