Camera Views: Difference between revisions
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==First Person== | ==First Person== | ||
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. Zoom does not apply in this view as it is looking out of the "eyes" of your character. | |||
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. |
Revision as of 00:47, 24 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
In Free movement the camera remains facing a single direction, keeping the character in its view within a small area of space and moving to keep up only as the character begins to reach the edge of this area. The camera cannot be zoomed in or out.
Dynamic Follow
In Dynamic Follow the camera slowly turns to keep itself roughly behind the character as it moves, remaining in spot while the character is still and allowing it to rotate freely withoug effecting the camera position. Zoom has no effect in this view.
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
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. Zoom does not apply in this view as it is looking out of the "eyes" of your character.