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    #31
    Originally posted by ansonkit View Post
    thank you. it work.

    BTW, how to adjust the mouse wheel speed for zoom in/out ?
    I have a very large scene, the zoom in/out speed from the mouse wheel is move like an ant to me.

    Cheers.
    Check out the script. Its all commented. You should find there smth like Zoom or like that. multiply the value to something more than 1 and you will get more speed.
    [My FREE stuff] Custom Cameras (Stategy, Orbital) | Sticker Note | ESC Inventory System | Pipe Generation (Spline based) | Procedural spline-based Mesh generation | Homing missile
    [My Market stuff] Advanced Aim Component | Lock/lockpick Component | Blueprint-based Key Remapping System

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      #32
      Originally posted by AlFlakky View Post
      Check out the script. Its all commented. You should find there smth like Zoom or like that. multiply the value to something more than 1 and you will get more speed.
      Thank you. It worked.

      1 more thing, how to set a limit to zoom distance limit ? I understand that you have set Initial Camera Radius for us to play with camera distance to the object. But I couldn't use that set a limit to zoom in/out function. Thanks

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        #33
        Originally posted by ansonkit View Post
        Thank you. It worked.

        1 more thing, how to set a limit to zoom distance limit ? I understand that you have set Initial Camera Radius for us to play with camera distance to the object. But I couldn't use that set a limit to zoom in/out function. Thanks
        Before setting "Spring Arm Length", after you multipy, place "Clamp" node. You will understand how it works by ur self, I guess.
        [My FREE stuff] Custom Cameras (Stategy, Orbital) | Sticker Note | ESC Inventory System | Pipe Generation (Spline based) | Procedural spline-based Mesh generation | Homing missile
        [My Market stuff] Advanced Aim Component | Lock/lockpick Component | Blueprint-based Key Remapping System

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          #34
          Originally posted by AlFlakky View Post
          Before setting "Spring Arm Length", after you multipy, place "Clamp" node. You will understand how it works by ur self, I guess.
          You the man. Work like a charm.

          Thank you very much and god bless you.

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            #35
            Nice, i searched for somethling like that, nice BP there man ! Thanks alot.

            But i have a problem, the cam itself works just fine, but i actually cant see my player on start :/
            i tried also to attach the cam into my player blueprint but then the cam doenst even gets activated, i just see a FP view without having a second camera installed :O
            hope someone can help me there

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              #36
              Originally posted by SassiX View Post
              Nice, i searched for somethling like that, nice BP there man ! Thanks alot.

              But i have a problem, the cam itself works just fine, but i actually cant see my player on start :/
              i tried also to attach the cam into my player blueprint but then the cam doenst even gets activated, i just see a FP view without having a second camera installed :O
              hope someone can help me there
              You might need to set the camera inside your character/pawn. Just add SpringArm and Camera inside it and make a logic by using this system as a reference. Btw, you can check Epic's Third Person Template. They pretty much have the same but inside a character.
              [My FREE stuff] Custom Cameras (Stategy, Orbital) | Sticker Note | ESC Inventory System | Pipe Generation (Spline based) | Procedural spline-based Mesh generation | Homing missile
              [My Market stuff] Advanced Aim Component | Lock/lockpick Component | Blueprint-based Key Remapping System

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                #37
                Thank you! I'm using UE4 for ArchViz and this looks like just what I need – but can I use it in Sequencer??? I have the Cam set up to orbit around my object, but when I add it to sequencer I can't see any way to keyframe the movement (so I can output frames for Render Movie). Is there any way to do this?

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                  #38
                  It just occurred to me that for my own super simple ArchViz needs there's an existing way of doing this: 1) put a regular Camera Actor under an Empty Actor; 2) put the Empty Actor [aka Null] at the point you want to orbit around; 3) keyframe and output the rotation frames. I just did this in Matinee, and now I'm going to work out how to do it in Sequencer.

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                    #39
                    AlFlakky, this is great!! - Thanks for posting! I do hope you are still keeping an eye on this thread!

                    I have multiple cameras in my Level. I switch between them via the Level Blueprint "set view target with blend". When using your Cam in my level, and switching back from a level camera to your camera, it all goes smoothly until almost returned to your camera, then there is a slight 'jump' to final position. I can't for the life of me see how to fix this, no amount of blending works.. any help would be flippin fantastic! More info no probs!! Hope you can get back

                    ** hahhh quick edit - think its something to do with different camera types/lenses - looking into that now

                    *** right - just in case this helps anyone! I deleted the camera in the pawn blueprint and put in a Cine Camera. All works FAB!
                    Last edited by Johnnyx; 08-02-2016, 05:48 AM.

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                      #40
                      [MENTION=25310]AlFlakky[/MENTION] Thanks so much for this resource, its awesome. Could you answer a couple of queries I have though as I've not blueprinted before.

                      1) What aspects of the blueprint would lock the Z axis so the camera can only be moved side to side?
                      2) Is there a way of enabling a 'slide' sort of motion, where the camera would slowly come to a stop when you release the mouse. Does that make sense?

                      Thanks again!

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                        #41
                        Is anyone else having problems downloading these assets? I click on download and nothing happens. I've even created a Yandex.Disk account, copied the assets to my account and still can't download them. Anyone else?

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                          #42
                          This is exactly what I needed! I have a couple cameras in my scene that I want to toggle to. I have one to walk around the scene, then I want to toggle to this one to spin 360 around the exterior. But when I toggle to this camera, I lose my control to spin around. The only way it will work is if I autopossess this camera. How do I set up the controller to be able to spin around after toggling?

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                            #43
                            Nice work. This makes things a lot easier and gives some good consistency.

                            Free PBR Texture Maps for UE4 http://freepbr.com/

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                              #44
                              Originally posted by DMHokie View Post
                              This is exactly what I needed! I have a couple cameras in my scene that I want to toggle to. I have one to walk around the scene, then I want to toggle to this one to spin 360 around the exterior. But when I toggle to this camera, I lose my control to spin around. The only way it will work is if I autopossess this camera. How do I set up the controller to be able to spin around after toggling?
                              Hello. How do you change cameras? Are you using "possess" function?
                              [My FREE stuff] Custom Cameras (Stategy, Orbital) | Sticker Note | ESC Inventory System | Pipe Generation (Spline based) | Procedural spline-based Mesh generation | Homing missile
                              [My Market stuff] Advanced Aim Component | Lock/lockpick Component | Blueprint-based Key Remapping System

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                                #45
                                Oh, I was using the Set View Target with Blend. Using the Possess function seems to allow the cameras to work. Thanks!

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