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Old 08-31-07, 10:56 PM   #1
panthercules
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Default [REQ] Need help from Camera Gurus

Just trying to do something that seems like it should be simple, but I haven't played around much with cameras before and I haven't been able to figure it out yet.

I just want the "Interior Aft Camera" to open up looking toward the end of the sub, rather than the side. In other words, it now opens up looking this way:



and I want it to open up rotated about 90 degrees or so to the right, so it would open up looking this way:



Is there some easy tweak way to make this happen?
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Old 09-01-07, 12:58 PM   #2
l3th4l
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haven't really gotten my head around how the math of it works but did you try opening up the camera file in s3d and adjusting the offset and rotation values inside "Node - _Dummy_Cam_InteriorAft"?

I'm also unsure how the subnodes "Node - _Dummy_Cam_InteriorAft1" and "Node - _Dummy_Cam_InteriorAft2" which also have offset and rotation values inside interact with the ones in the base node...

if you happen to get some insight please let me know
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Old 09-01-07, 09:33 PM   #3
panthercules
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Quote:
Originally Posted by l3th4l
haven't really gotten my head around how the math of it works but did you try opening up the camera file in s3d and adjusting the offset and rotation values inside "Node - _Dummy_Cam_InteriorAft"?

I'm also unsure how the subnodes "Node - _Dummy_Cam_InteriorAft1" and "Node - _Dummy_Cam_InteriorAft2" which also have offset and rotation values inside interact with the ones in the base node...

if you happen to get some insight please let me know
Well, I haven't really graduated from minitweaker to s3d, so I haven't tried that yet - I guess maybe this might be my chance to learn about s3d, but I was hoping to hold off on that a little bit and just finish up this one other thing I'm working on that needs this camera rotated first, so if anybody knows offhand how to do this I'd appreciate somehelp and guidance here.
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Old 09-01-07, 09:59 PM   #4
leovampire
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Default panthercules

if your not comfortable with the S3D yet talk to JakeToox about making a new or better tweek file for the mini tweeker.

But I do sugest you try and start getting use to the S3D editor because in the future that will be the primary tool and it changes the files in a save that will make it very hard for mini tweeker tweek files to touch.
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Old 09-02-07, 04:27 AM   #5
jaketoox
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..ok..just tried to do it... but seems that no can do it with Mtweaker..you see there are different types (single,double,long,integer,byte) of values available in Mtweaker, and value for CameraPositioner/Rotation is none of those types....

..also you cant change that value with Silent 3ditor yet...

...think we just have to wait for next version of skwasjer's Silent 3ditor, like LV said, in the future that will be the primary tool for tweaking...


jake
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Old 09-02-07, 05:40 AM   #6
l3th4l
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Quote:
Originally Posted by jaketoox
..also you cant change that value with Silent 3ditor yet...
not that value, yes. but you can apply an "offset". i'm not completely sure about it, but i think each node exist in a kind of local coordinate system which can correspond with the global one or can be offset in both location and rotation. This can be done with the nodes on top of every "branch" of the node tree.



the way i see it, that offset gets applied to everything beneath that node but i haven't really managed to make use of it efficiently, mostly because i don't really know what kind of measuring unit is used for the rotation part (and because my math sucks ).

OR i am complety wrong and have just confused myself and everybody around for no good reason
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Old 09-02-07, 06:04 AM   #7
skwasjer
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Rotation is measured by the game in radians, but my tool allows you to edit in degrees as well. Check Tools > Options > Show rotation values in radians and uncheck it.

Position and rotation indeed are inherited, so child nodes first have position/rotation of parent(s) applied (from root up) and finally their own.
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Old 09-03-07, 01:15 AM   #8
panthercules
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LOL - beginner's luck - I have no idea how this thing (S3D) works, but I managed to get it to do what I was trying to do. After several fruitless trials and errors, I was moving the camera all around by changing the "rotation" values noted above, so I figured I was in the right neighborhood, but no matter how I changed "XY" and "YZ" I could not get the thing to point in the right direction (nor could I discern any pattern in the way the camera rotated when I used various smaller or larger numbers in those two parameters). Then, out of frustration, I simply zeroed out the existing number in the "XZ" blank in the middle, and VOILA! The camera opens up just perfectly, facing the navigator now. So wierd.

Didn't learn anything useful about S3D though, other than it's powerful magic :rotfl:

Thanks for pointing me in the right direction
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Old 09-03-07, 07:49 PM   #9
panthercules
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Well, that was weird - apparently some settings will work in some boats and not others - I fired this up in the gato and it looked fine, then when I loaded up my Salmon I found myself nose-to-nose with the guy standing at the wheel, staring right into his red eyes (it was night, and pretty spooky looking )

Anyway, I was actually able to figure out something about how the X, Y and Z axes work with this thing, and managed to move it through/behind the guy and look at the navigator just like I wanted it to. Also found out that you need to use really small increments (.03 or so), or you wind up outside the boat or otherwise "out of sectors"

Looking forward to getting to know more about this new tool - looks like it's going to be very interesting once I get past the learning curve. Thanks again for the tips
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Old 09-04-07, 02:36 AM   #10
l3th4l
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Quote:
Originally Posted by panthercules
Well, that was weird - apparently some settings will work in some boats and not others - I fired this up in the gato and it looked fine, then when I loaded up my Salmon I found myself nose-to-nose with the guy standing at the wheel, staring right into his red eyes (it was night, and pretty spooky looking )

Anyway, I was actually able to figure out something about how the X, Y and Z axes work with this thing, and managed to move it through/behind the guy and look at the navigator just like I wanted it to. Also found out that you need to use really small increments (.03 or so), or you wind up outside the boat or otherwise "out of sectors"

Looking forward to getting to know more about this new tool - looks like it's going to be very interesting once I get past the learning curve. Thanks again for the tips
yeah. it's quite confusing how the different subnodes interact but i think i've got the hang of it now. unfortunately there's one problem left:
on the gato (maybe other subs as well) you can click on the person next to the map table and it *should* center and zoom in on them a bit. with my modified camera it seems the camera gets "out of sectors" everytime i click them, though. haven't found a solution to it yet
i'm thinking of disabling that functionality all together but i'm unsure how to do that.. any ideas?

edit: does anybody know which camera it is, when you click on them? i may be able to edit that instead...
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