I am dynamically building a scene with actors, cameras, animations etc that will be eventually used to generate a movie sequence with few shots. Since the actor locations are not known and they are dynamically spawned, I need to calculate in advance what cameras can be used on what actors, and can one camera shot potentially capture multiple actors in the scene or just one.
For that purpose, I was hoping to get the camera Frustum in order to build a simple collision mesh from the Frustum that can easily tell me if the actor will be visible in specific shot or not, so that I can go on and create camera shot for actors that are not yet been captured/shown by the previous camera movie shot.
I’ve seen your suggestion, but I doubt that it would work as I’ll be using CineCamera actors most likely and I’m not sure yet if they will be attached to the player.
So there is no way to get the pyramid shape out of the camera that represents the viewport of the camera?
I’m not worried about actors overlaping and hidding each other as I can control them and move/alpha them as needed.