Camera Views: Difference between revisions

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(Still in note stages, fleshing out. A nice introduction shall be added, as well as perhaps subsections for mouselook and zooming?)
(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 scrollwheel.

Revision as of 23:53, 23 September 2006

(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.


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.

Free Movement

Allows character to move within a small area, only moving to keep up when it hits the edge. Behaves similar to free rotation in that it does not follow the character at all.

Dynamic Follow

Follows character when moving forward or backward only, remains stationary while character turns on spot. Mouselook has no effect while character is moving forward or backward.

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

First Person

Character becomes camera, all aspects of character are invisible to camera.

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.