Author Topic: set camera host does not use object's eye if available  (Read 930 times)

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Offline chief1983

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set camera host does not use object's eye if available
Relevant Bug 1978

Hasn't been any action on this in Mantis, thought I'd post a request for some discussion on what I'm asking for here.  Anyone think it's a good or bad idea?  Would it break anything to change it, or can we get another function that does what I'm asking?  It would open up some more options for cinematic stuff.
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Offline FUBAR-BDHR

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Re: set camera host does not use object's eye if available
I wouldn't think you would need a new function maybe an optional true/false on the sexp to use the eye or not defaulting to not as it's the current behavior.
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Offline Nuke

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Re: set camera host does not use object's eye if available
this is actually a good idea, just make sure it applies to scripted cameras as well as fredded ones. right now i have to parse redundant data (offset and direction) which already exists in the model, to place a camera on an object like a turret barrel or other subsystem. from the script side something like gr.setCameraToEyepoint(ship, eyeidx/eyehandle), or use the eyepoint if i set camera.SelfSubsystem to a subsystem with an eyepoint defined.
« Last Edit: November 02, 2009, 11:53:12 pm by Nuke »
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