panning limits
29 March 2015 00:34
it would be handy to be able to limit the X and Y of the camera panning (or the trepaning, as some call it), essentially creating a picture frame boundary around the scene.
30 March 2015 10:52
30 March 2015 11:20
Ответ на сообщение пользователя trepaningYou can set Detect Collisions in Physics of the camera settings and create a standart collision mesh surrarounding your camera to limit its movement.
it would be handy to be able to limit the X and Y of the camera panning (or the trepaning, as some call it), essentially creating a picture frame boundary around the scene.
Blend4web and that kind of thing.
30 March 2015 21:38
excellent idea, I was thinking a box around a scene as a blocker of some sort would be a way to go, and this seems like it could be what I am looking for. Will test later, thanks!
31 March 2015 04:34
I seem to have hit a wall with making hitting a wall work. Feel free to set the RED walls as blockers that the camera cannot pan past in this example.
31 March 2015 10:22
Ответ на сообщение пользователя trepaningSorry, I forgot that panning is not working with Physics and collisions. It's rather simple functionality.
I seem to have hit a wall with making hitting a wall work. Feel free to set the RED walls as blockers that the camera cannot pan past in this example.
Blend4web and that kind of thing.
31 March 2015 23:48
Panning limits would be really helpful for setting a frame around a scene and keeping the focus where it is intended, like the other limiters allow. Even if it were a bounding box that could be placed around a scene with a special material the camera will not pass through, it would go a long way to creating a virtual comic book, for example.
01 April 2015 11:10
01 April 2015 18:57
Okay, that is a potential fix per project, if every scene of the project were to need a camera with the same limits. Being able to set camera limits per scene would be much more flexible. I suppose it could be worked around with parenting the camera to another object that is controlled, like a player control, as they do not pass through floors or walls, but setting up a character adds to production time overhead, so if there was a basic object that can assume such control (and maybe have a variety of control types that could be assumed, such as FPS, free floating, etc) and the camera simply parented to that object via B4W UI, that could work.