In this how-to, we'll set up a camera switching system to automatically select a camera based on a Player Node's position in the space. As it moves in front of a camera, the system will automatically choose that camera to render through.
Create an Actor
Undock the toolbox panel. In the upper listbox, click on actors and in the lower listbox, click on movable ball.
Click in the Space to create a movable ball. Right click when done to exit Draw Mode.
Setup the Scene, Layout the Cameras
Undock the toolbox panel. In the upper listbox, click on cameras and in the lower listbox, click on camera.
Click in the Space to create a camera. Right click when done to exit Draw Mode.
Select the Camera then push Ctrl+Shift+C on your keyboard to create a copy of the Camera. As copies, these cameras’ properties will be linked so that editing one will affect both.
Make the Camera Switch Automatic
Ensure the Camera is selected and undock the property editor panel to edit the Camera’s properties.
In the left listbox of the property editor panel, click on the Menu button (triangle) to the right of Camera item. In the drop down menu, click on + Camera Trigger.
In the left listbox, click on CameraTrigger. In the right listbox, adjust the Radius slider under the CameraTrigger property to the desired value.
Undock the viewport panel and click on the Default Camera: PlanetSurfaceSpace Viewport item.
Ensure the property editor panel is undocked. In the left listbox, click on the Menu button to the right of the ViewLayer item. In the drop down menu, click on + CameraTriggering.
Select the Camera and then undock the property editor panel. In the left listbox, click on the Menu button to the right of the Camera item. In the drop down menu, click on + TrackingPlayerControl.
Test it out
Click on the Play button to enter Play-Time. Move the MovableBall and notice how the camera changes when the ball enters the different camera fields.
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