Sittingmod Camera

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Sittingmod Camera

Postby andylegate » Mon Sep 22, 2008 7:50 am

Ooooookay.....

Been searching the forum this morning looking for an answer to this, but I'm afraid that either no one has had a problem with this, or I just can not find it. Seems most people have a problem either with their script, or getting the center of the mesh on the bottom.

My problem is this: The sittingmod works fine. My avie goes over and sits down at the highback chair, and faces his desk......then the camera reverts to First Person and I've got the back of the chair in my face. It stays that way until I get up.

Okay, so try it in 3rd person mode. Nope, same thing, the avie goes over, sits down at the chair and then the camera zooms in, and again, I'm looking at the back of the chair.

The tutorial on the wiki makes no mention of trying to change camera views.

Anyone know how to change or fix this?
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Re: Sittingmod Camera

Postby Trylon » Mon Sep 22, 2008 1:07 pm

Hmm, sounds like the camera region + camera combo should be forced to override a 1st person camera.
Not sure how that should be done however
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Re: Sittingmod Camera

Postby D'Lanor » Mon Sep 22, 2008 4:18 pm

I never played with cameras but I think you need a first person camera. At least that is what Cyan uses for the desk in Sharper's Office. Isn't this for changing camera views? >> http://guildofwriters.com/wiki/CameraCo ... ng_Cameras

You can probably add the camera action to the sitting mod clickable (not sure how to control the avatar smartseek on the sitting mod though)
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Re: Sittingmod Camera

Postby andylegate » Mon Sep 22, 2008 6:14 pm

yah, the problem with using that, is I have to have a responder in the sitting mod, so that the camera will be activated.....And then I'm wondering I people will miss the avatar animation sitting down, because as soon as you click the camera is activated (I could more than likely use a callback with that....), but still, I was already to jump in and put this in (I already put the camera in and set up the script), when I ended up sitting here staring at my ALCscript for my sittingmod.......trying to figure out how to put a responder in....

So normally when I draw a blank like this, I look for help (none found) and/or move on to something else and come back to this, so I went on to another Age that I'm doing textures for.

What I need to do is peel apart the Baron's office and look at what they did there. Still, the one thing that bothers me is like I said: In Zephyr when you sit in the chairs, you are then looking out over the ocean. In this Age, you're suddenly forced to look at the chair backing, like the avatar is facing 180 (but the avie is NOT, the avatar is facing in the right direction when he sits down......) sooooooo........ :scratches head:

Oh, speaking of the Baron's office, that reminds me of another post I need to ask a question on....
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Re: Sittingmod Camera

Postby andylegate » Tue Sep 23, 2008 3:49 am

Just as I was falling to sleep last night, my mind turned to this problem again. Suddenly it hit me what might be wrong, and I almost got out of bed to test it out. I waited until this morning however.

The key was what the camera was doing: zooming in to twist around and look at the chair backing. I kept thinking I'd seen this before, but not from sitting somewhere, and then it hit me: Camera Collision when you get too close to a wall or something.

The back of the chair is tall, a little bit taller than the avies head while sitting down. I went in and moved it aside this morning (what you actually sit on is a invisable block), and BINGO, the avie sits just fine with the camera back and facing the right direction now.

hehehe, I guess I'm going to have to make the actuall chair a non collider for the camera.
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Re: Sittingmod Camera

Postby D'Lanor » Tue Sep 23, 2008 4:45 am

hehe, I would never have thought of that because I am in the habit of making all collider objects non camera blockers.

Code: Select all
<object>:
    physical:
        campassthrough: true


Except those few that really need it: walls and other tall structures. I still think it is wrong that PyPRP switches camera blocking on by default on all colliders. But I am glad you solved it.
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