Camera Views: Difference between revisions

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(Still in note stages, fleshing out.)
(Still in note stages, fleshing out.)


Planeshift offers five different camera views, which can be cycled through using the "M" [[shortcut key]]. The direction of the camera can be controlled with mouselook, activated the tab key, or by holding down the middle mouse button, and the camera can be zoomed using the scrollwheel.
Planeshift offers five different camera views, which can be cycled through using the "M" [[shortcut key]]. The direction of the camera can be controlled with mouselook, activated the tab key, or by holding down the middle mouse button, and the camera can be zoomed using the scroll wheel. The view can also be moved upwards and downwards with PageUp and PageDown respectively.




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==Third Person Follow==
==Third Person Follow==


In third person view, the camera always remains a set distance directly behind the character. Mouse look (activated with tab) and turning either with arrow keys or WASD have an identical effect.You can change the distance by scrolling with your mouse wheel.
In third person view, the camera always remains directly behind the character. When rotating the character, the mouse will remain exactly behind the person. If mouselook is activated, moving the mouse sideways will make your character turn sideways. You can change the distance by scrolling with your mouse wheel.


==Free Movement==
==Free Movement==
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==Dynamic Follow==
==Dynamic Follow==


In Dynamic Follow the camera slowly turns to keep itself roughly behind the character as it moves, remaining in spot while the character is still and allowing it to rotate freely withoug effecting the camera position. Zoom has no effect in this view.
In Dynamic Follow the camera slowly turns to keep itself roughly behind the character as it moves, remaining in spot while the character is still and allowing it to rotate freely without effecting the camera position. Zoom has no effect in this view.


==Free Rotation==
==Free Rotation==


Camera remains a certain distance (set by zoom) from the character at all times, at a stationary position (set by mouselook), does not move to remain in position as character turns
Camera remains a certain distance (set by zoom) from the character at all times, no matter what the direction the character is facing.


==First Person==
==First Person==


Like Third Person Follow, First Person view has the effect of being "stuck" to the character. Turning the character turns the camera, and vice versa. Zoom does not apply in this view as it is looking out of the "eyes" of your character.
Like Third Person Follow, First Person view has the effect of being "stuck" to the character. Turning the character turns the camera, and vice versa. Zoom does not apply in this view as it is looking out of the "eyes" of your character.

Revision as of 10:14, 7 May 2007

(Still in note stages, fleshing out.)

Planeshift offers five different camera views, which can be cycled through using the "M" shortcut key. The direction of the camera can be controlled with mouselook, activated the tab key, or by holding down the middle mouse button, and the camera can be zoomed using the scroll wheel. The view can also be moved upwards and downwards with PageUp and PageDown respectively.


Third Person Follow

In third person view, the camera always remains directly behind the character. When rotating the character, the mouse will remain exactly behind the person. If mouselook is activated, moving the mouse sideways will make your character turn sideways. You can change the distance by scrolling with your mouse wheel.

Free Movement

In Free movement the camera remains facing a single direction, keeping the character in its view within a small area of space and moving to keep up only as the character begins to reach the edge of this area. The camera cannot be zoomed in or out. You can change the direction using mouse look (press tab) and moving your mouse.

Dynamic Follow

In Dynamic Follow the camera slowly turns to keep itself roughly behind the character as it moves, remaining in spot while the character is still and allowing it to rotate freely without effecting the camera position. Zoom has no effect in this view.

Free Rotation

Camera remains a certain distance (set by zoom) from the character at all times, no matter what the direction the character is facing.

First Person

Like Third Person Follow, First Person view has the effect of being "stuck" to the character. Turning the character turns the camera, and vice versa. Zoom does not apply in this view as it is looking out of the "eyes" of your character.