Test: Add the following script to a 10x10x10m box, then back up to it. The camera treats tranparent objects the same way it treats visible objects. Alpha textured or transparent objects has no effect on the camera occlusion.Verify your camera follows your avatar through the box without any automatic dollying. Test: Walk through a 10x10x10m Phantom box. Phantom object have no effect on the camera.Verify the camera behavior isn't annoying. Test: Stand back to back with an avatar that is the same height as you. Verify your camera stays on the same side of the wall as the avatar, and does not pop through to the other side. Verify the camera dollies in until it's right above your head. Note which part of your avatar became obscured when the camera dollied in. Test: Back up to a solid prim that is tall as your avatar. In Havok 4, the camera dollies in if your avatar's waist, torso, or head is obscured by an object.In Havok 1, the camera would dolly in if your avatar's head was obscured by an object.When you're walking around with the camera unlocked (not alt-zoomed on something), the camera will dolly in (move closer to your avatar) if something comes between the camera and your avatar.This feature helps make vehicles more compelling.Īvatar-anti-occlusion (Keep your avatar visible) Mouselook= Camera will take orientation of the avatar. While Avatar is sitting = Alt+Page up / Page Down will pan, arrow keys to look around. The assumption is that you want to see / know where you are going.Ĭontrol-alt-arrow keys rotate up down and around an objectĪlt-arrow keys pan right, left and zoom in and out View> Camera Controls provides an on screen clickable camera interface.Ĭlick on avatar and mouse around will look around and show your avatar looking around.Ĭamera resets when avatar moves. Rotating on a latched object is not a functionality as it would be unpleasant to the viewer.Īlt-zoom mousewheel can be used to zoom into objects. "Alt-zoom" on a moving object pulls the camera with it so you do not have to struggle to keep up with something you wish to view that happens to be moving. With a limited field of vision, it is easier as a user to look at the map and distinguish who may or may not be able to view you and your activities. This way there is still a horizon (data past the camera) and not just a blank screen. Your avatar needs to be "seen" in the same set of simulators as your camera (the sim you are in or adjacent to)įrom a user standpoint, the view is more realistic having the camera stop short of the end of it's viewable path. Why is the camera constrained to the avatar? When objects are attached to an avatar, they act as part of the avatar and adopt the behavior of the avatar rather than the "normal" behavior for an object. The camera "sees through" the alpha texture and allows clicking beyond itself.Īvatar / camera distances are designed to be user friendly for the average user, and to not clip avatars and confuse the user. If you can see an item beyond another (view and item through an alpha textured object) you can alt-zoom to the object beyond. It stops when the FOV limit is hit (this is arbitrary - when no more detail is to be gained).Īlpha Textures. From there, further zooming instead decreases the field of vision and zooms. All if this is based on where the camera initially points (Alt + Left mouse click ) unless you Alt + Left mouse click again to changeĪt a tenth of a meter the camera ceases advancement towards an object as to not cut into it.If sufficiently close to an object, the camera will change to focus on the surface of said object.įor ease of focusing on and/ or editing specific parts of an object. So that when the camera rotates around the object, it spins the camera in a more natural way, instead of "tumbling" it. At distance, to a point behind your cursor in the center of the object What part of the object is the camera focused on? The "camera" is essentially hitting the ground and being deflected.Īlt + Left mouse click is commonly referred to as "alt-zoom"Īlt + Left mouse click centers the camera to the cursor (unless pointing to the sky) This is why when zooming in on land, the camera occasionally pushes up. It has some volume as it moves through space that is preserved. 1.6 avatar-anti-occlusion (Keep your avatar visible)ĭocument to describe and explain the Camera Control feature and expected behavior.1 Feature Documentation: Camera Controls.
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