Miscellaneous tips and discoveries
#3
A few Camera tips:

As always: please forgive me if I'm stating the obvious, or telling you things you already know!

- When you're creating a new Camera for URU - even if it's to be a simple Auto camera where the avatar is pre-defined as the default Point Of Attention - it must be created as a Target Camera: otherwise Plasma export will complain about it and refuse to process it.

- If your new camera IS an Auto camera, or a First Person camera, you can place that camera and its Target in any convenient out-of-the-way location: in these instances the engine is ONLY looking for the settings you’ve established for the camera.

- Animated cameras are cool: they can set up a very cinematic mood in your Age, they can be great for establishing shots, for dropping a little hint for a puzzle clue or a teaser for what’s-to-come.
But: if you want music or sfx during your animation, remember that the in-game audio is NOT what the avatar hears...it’s what the camera hears!
So the trick is to create a specific emitter nearby your animated camera, then parent it to the camera. That way, your audio levels will remain consistent throughout the animation playback.

(of course, this pertains only to the single-player experience:
if you want all players in an area to hear the audio consistently, you may instead want to create a stationary emitter, set its Sound3D Falloff to high numbers, and then contain the sound within a Soft Region)
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A few camera tips - by Emor D'ni Lap - 12-25-2024, 10:14 AM

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