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Camera confusion

Posted:
Sat Dec 20, 2008 1:16 pm
by ekimmai
Can anyone point me in the right direction concerning cameras and colliders?
I have looked at the guides on camera controls and have one camera added to my age which is activated when seated on a bench. But I am having trouble with the main default camera constantly ending up on the wrong side of a wall or hovering above the ceiling. How can I control the behaviour of
that camera?
I have tried adding a new camera and a region which encompasses the entire age but am uncertain how to get this to act like the default. Also, can I have a camera region within a camera region - and how will that behave?
Any words of wisdom would be gratefully received!
It's been a little while since I last wrote on this forum - my age is coming along at a snail's pace and is anything but stable! I'm eagerly looking forward to being able to release at least a taster so that I can get some feedback!!
Thanks
Ekimmai
Re: Camera confusion

Posted:
Wed Dec 24, 2008 3:59 am
by ekimmai
Still confused..........
(looks for mince pie and checks whether time to leave work yet......)
Re: Camera confusion

Posted:
Wed Dec 24, 2008 11:16 am
by Chacal
Use an invisible collider to restrict the camera movements.
Re: Camera confusion

Posted:
Wed Jan 07, 2009 4:25 pm
by ekimmai
Thanks for the reply Chacal. Is it just me or has the forum been deserted since Christmas??
Unfortunately the collider only seems to do the trick in a few cases(!). What is really strange in my age is that 2 (seemingly) identical walls act entirely different - one as a camera collider and the other not. I have checked as many properties as I can find but none are different! It's driving me insane......
Can anyone out there explain this??????
Also, a while back I changed the scale of all objects in the age and since then it takes a much longer time to load in POTS - going black screen for some 20 seconds before the environment shows up. Anything I can do to address this? DO I need to go through and do Ctrl-A on all my objects??
Thanks,
Ekimmai
Re: Camera confusion

Posted:
Wed Jan 07, 2009 6:42 pm
by Chacal
ekimmai wrote:Thanks for the reply Chacal. Is it just me or has the forum been deserted since Christmas??
Uru geeks partied hard during the holidays.[/quote]
Unfortunately the collider only seems to do the trick in a few cases(!). What is really strange in my age is that 2 (seemingly) identical walls act entirely different - one as a camera collider and the other not. I have checked as many properties as I can find but none are different! It's driving me insane
Can anyone out there explain this??????
Yeah, I think here is your explanation:
Also, a while back I changed the scale of all objects in the age
Probably your collider works but it is not where you think it is.
Not sure about what you can do, as I'm not a Blender guru. i suggest doing a forum search on "scale" and "scaling".
Re: Camera confusion

Posted:
Thu Jan 08, 2009 6:48 am
by ekimmai
Thing is I have only tried adding colliders since the rescale and this still doesn't explain why some walls are acting different and do not need the collider.
Re: Camera confusion

Posted:
Thu Jan 08, 2009 2:37 pm
by Grogyan
In the 3D window go to menu
Object -> clear/apply -> apply scale and rotation to obdata
when you add an object then scale it, export the age, come back then change the scale again, not sure what happens but objects won't appear properly, I had this with my shell a long time back with the journal being the wrong shape, size and rotation, then Robert the Rebuilder said that you need to apply the scale and rotation, and that fixed it
Re: Camera confusion

Posted:
Thu Jan 08, 2009 3:11 pm
by ekimmai
Hi Grogyan, I don't have any objects that appear odd as I have applied that method wherever this is the case but do you think that might also stall the loading time of the age?
My main problem is with how objects are behaving as far as collisions is concerned.
Re: Camera confusion

Posted:
Thu Jan 08, 2009 3:34 pm
by Grogyan
No, unless your Age has a lot of subsurfed objects, as we found out in a previous RAD contest, a small shell with a lot of high subsurfed objects will slow down loading, eventually using windows paged memory when you have run out of RAM.
The scaling and rotation issue can happen to any object, be it a collider, visible object or a region, the last two happened to me, but by using the method above, it solves the problem.
If you press "N" in the 3D window and click on each object, you should see that every object has a scaling of 1, if not, clear the scaling and rotation so that it becomes 1.
I agree with the fact that in normal use the camera will avoid walls, if not, consider restricting the camera movement via a cam region
Re: Camera confusion

Posted:
Thu Jan 08, 2009 3:38 pm
by ekimmai
Okay I will check my objects.
When you talk of a cam region do you mean a region which triggers use of a camera? or can I actually define a region which a camera cannot move outside of? and in this case can that be for the default camera?
Thanks again for your help