Savable Camera Positions
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Savable Camera Positions
I've encountered the problem many times of loosing an object. When you have two areas far away from each other, and you can't really find them very easily it requires a lot of zooming and panning to find them.
My suggestion is that you should be able to add an object to the scene, and when you do, a new menu is added to the context (right-click/object) menu (when objects aren't selected) which lists these objects. You click on the menu, click on the object, and it takes you there.
Now, it would be confusing to have a bunch of those and have them listed as 'Camera 001,' 'Camera 002,' and so on, so you should be able to name them, maybe even change the color, size, and add a texture. Also, there should be a checkbox in the option menu to enable/disable the ability to see these objects.
You should also be able to attach them to other objects, so if your objects move, the camera position moves with it (not to be confused with having the camera follow the object).
I know there are ways to do this with Thyme (maybe not that last thing), but they're unconventional. It would really be great if this was added.
So who supports this?
My suggestion is that you should be able to add an object to the scene, and when you do, a new menu is added to the context (right-click/object) menu (when objects aren't selected) which lists these objects. You click on the menu, click on the object, and it takes you there.
Now, it would be confusing to have a bunch of those and have them listed as 'Camera 001,' 'Camera 002,' and so on, so you should be able to name them, maybe even change the color, size, and add a texture. Also, there should be a checkbox in the option menu to enable/disable the ability to see these objects.
You should also be able to attach them to other objects, so if your objects move, the camera position moves with it (not to be confused with having the camera follow the object).
I know there are ways to do this with Thyme (maybe not that last thing), but they're unconventional. It would really be great if this was added.
So who supports this?
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Savable Camera Positions
I like idea of few windows more than that.
Dream of Algodoo as game development engine...
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Kilinich - [Best bug reporter 2010]
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Re: Savable Camera Positions
Or perhaps a key to center the screen on an object.
But I'm with Kilinich about multiple windows. It would be REALLY cool if I could have my screen split between two areas of the same scene. I could watch a gun and its target simultaneously without zooming out, I could work on two parts of a scene at the same time, multiplayer races would work better, loads of possibilities. Probably pretty hard on my poor old graphics card for some scenes, but I don't care.
But I'm with Kilinich about multiple windows. It would be REALLY cool if I could have my screen split between two areas of the same scene. I could watch a gun and its target simultaneously without zooming out, I could work on two parts of a scene at the same time, multiplayer races would work better, loads of possibilities. Probably pretty hard on my poor old graphics card for some scenes, but I don't care.
Made some cool stuff a long time ago
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Frank - [Best Tutorial Maker 2010]
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Re: Savable Camera Positions
lol, we have this since beta 5.28...
Jrv wrote:TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
But I've never been there, so I may be wrong.
GTFO newfgt
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RA2lover - Posts: 607
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Re: Savable Camera Positions
and of course you don't explain to the people who obviously don't know about it...
[/post]
Paradigm 29 wrote:I've been trying to figure out why people even buy hummers ever since I found out that they don't have machine guns.
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izacque - Posts: 483
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Re: Savable Camera Positions
Yes, explain...
I'm not talking about 'Follow object with camera,' just to let you know.
I'm not talking about 'Follow object with camera,' just to let you know.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Savable Camera Positions
1-select the object
2-open a tab on it(i personally use information, or velocities)
3-move it away from the menu by dragging it with the mouse
4-minimize that widget
you're done!
then, when you want to point the camera at the object, click on the eye button
2-open a tab on it(i personally use information, or velocities)
3-move it away from the menu by dragging it with the mouse
4-minimize that widget
you're done!
then, when you want to point the camera at the object, click on the eye button
Jrv wrote:TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
But I've never been there, so I may be wrong.
GTFO newfgt
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RA2lover - Posts: 607
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Re: Savable Camera Positions
So once you have about 50 of those up, and can't easily see the screen, then what? 
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Savable Camera Positions
then you can change the GUI opacity. 
Jrv wrote:TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
But I've never been there, so I may be wrong.
GTFO newfgt
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RA2lover - Posts: 607
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- Location: Brazil
Re: Savable Camera Positions
Which requires some scripting knowledge.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Savable Camera Positions
why would you have 50 objects that you would want to follow at the same time? 
[/post]
Paradigm 29 wrote:I've been trying to figure out why people even buy hummers ever since I found out that they don't have machine guns.
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izacque - Posts: 483
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Re: Savable Camera Positions
I might've been over-exaggerating, but still, after a few of those, the screen gets cluttered.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Savable Camera Positions
RA2lover wrote:lol, we have this since beta 5.28...
Last time i checked it didn't work in Algodoo.
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