Camera Director & Fixed Point Cameras

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DarkVixen
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Camera Director & Fixed Point Cameras

Post by DarkVixen »

I'm not sure if these two features have been talked about before or not, but I think it would really make game play visual interesting.

Fixed Point Camera view, when you switch to those view, this camera is placed about 2 seconds in front of your starship and stays fixed at that point as you fly by it (it's a fly by camera). This won't work if you are not moving and may have issues if you are flying FTL.

The camera is repositioned every 5 seconds in front of your flight path (just off to the side a bit).

Another idea would be a Camera Director more, or DP mode, where, whenever something happens such as someone firing a missile at you, a missile about to hit you, or you fire a missile, the view automatically switches to the above Fixed Point Camera relative to the missile.

You can switch this mode on/off.

I noticed this is automatically done when your starship is destroyed.
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Re: Camera Director & Fixed Point Cameras

Post by loki1950 »

Have a close look at all the views that currently available :wink: and play with the camera controls(they exist)most of what you want is already there.What I'm interested in is a way of recording that camera stream so we can do some cut scenes and videos of in game effects also as a animation platform.

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Re: Camera Director & Fixed Point Cameras

Post by ezee »

is a way of recording that camera stream so we can do some cut scenes and videos of in game effects also as a animation platform.
very good idea !
I'm working in the rendering system actually , i will so have a look in the camera system .
You think at a kind of replay system ?
We could use interpolated datas , but i need to learn how it's traditionally done .

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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klauss
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Re: Camera Director & Fixed Point Cameras

Post by klauss »

More than recording, I'd say scripting.

And more than camera positions, I'd say everything positions.

That's what takes to have cutscenes I believe.
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Re: Camera Director & Fixed Point Cameras

Post by ezee »

More than recording, I'd say scripting.

And more than camera positions, I'd say everything positions.
yeah , that was what i said , about interpolation .
For all the elements of the scene ( or within the camera frustrum for optimization ) ,
keep track of their mooves , starting from time t 1 to t end .

t1 is when you press record , t end when you press stop .
Every time one unit change one of it's values , it's recorded as a key frame .
http://wiki.blender.org/index.php/Doc:2 ... ph/FCurves

The data is then recorded to file ( in which format i don't know yet ) .
But a lot of python scripts are to be found in the blender sources :
http://blenderscripting.blogspot.fr/201 ... ender.html
also in Opengl tutorials :
http://content.gpwiki.org/index.php/Ope ... #Animating

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: Camera Director & Fixed Point Cameras

Post by loki1950 »

As for the file container that would depend on which library we use ffmpeg seems to be the best fit as IIRC klauss has tried to add that functionality before not sure how far he got though :wink: you may find some clues in the Quake engine as it is now Open Source.And there may be some code stubs from klauss's attempt .

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Re: Camera Director & Fixed Point Cameras

Post by klauss »

We have a lot of support for ffmpeg. Basically, if compiled in, you can reference any video file from a texture or python and play it.

But... I don't think this relates to ffmpeg. It's not video or audio, it's metadata, keyframes.

I think we need to support some of the standard formats out there, and somehow tie them into the engine.
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Re: Camera Director & Fixed Point Cameras

Post by ezee »

I think we need to support some of the standard formats out there, and somehow tie them into the engine.
yep !
I war 1 was using keyframing and interpolation to dock the vessels , with an external camera view . That was very good , immersive . And video streaming for the jumps etc ...
[youtube]http://youtu.be/kyh_WwLu44E?t=8m24s[/youtube]
" Privateer remake " use the .avi format for the introduction video if my memory is good .
Last edited by ezee on Wed Feb 26, 2014 1:22 am, edited 1 time in total.

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: Camera Director & Fixed Point Cameras

Post by klauss »

Just to be clear, I'm talking about scene formats, that specify position and keyframe-based animation of objects, where objects are units (or otherwise VS meshes).

Ie: I'm not saying VS should render any blender file in-engine. Just a scene description in standard format that specifies how to place and animate both cameras, lights and units.
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Re: Camera Director & Fixed Point Cameras

Post by ezee »

I'm not saying VS should render any blender file in-engine.
of course !
:lol:

but a good example of script is something that i never refuse , and blender has a lot of python scripts .
while c++ should be used here for that kindof animation system :
http://amazingretardo.simiansoftwerks.c ... on-system/

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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DarkVixen
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Re: Camera Director & Fixed Point Cameras

Post by DarkVixen »

I'm not sure which key switches to the fixed camera?

In my vegastrike.config I have:

Code: Select all

    <bind key="M" modifier="none" command="Cockpit::NavScreen"/>
    <bind key="1" modifier="none" command="Cockpit::Inside"/>
    <bind key="2" modifier="none" command="Cockpit::InsideLeft"/>
    <bind key="3" modifier="none" command="Cockpit::InsideRight"/>
    <bind key="4" modifier="none" command="Cockpit::InsideBack"/>
    <bind key="5" modifier="none" command="Cockpit::Behind"/>
    <bind key="6" modifier="none" command="Cockpit::Pan"/>
    <bind key="7" modifier="none" command="Cockpit::ViewTarget"/>
    <bind key="8" modifier="none" command="Cockpit::PanTarget"/>
    <bind key="9" modifier="none" command="Cockpit::ZoomIn"/>
    <bind key="0" modifier="none" command="Cockpit::ZoomOut"/>
    <bind key="0" modifier="ctrl" command="Cockpit::OutsideTarget"/>
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Re: Camera Director & Fixed Point Cameras

Post by klauss »

Actually, it's got a weird name, something related to auto pilot. (cuz it's the camera type Privateer's autopilot uses)
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