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Camera Rigs: an alternate approach to Craft cameras and viewers

edited November 19 in Codea Craft Posts: 1,547

Maybe it just doesn’t fit my brain holes somehow, but the “viewers” system for Craft cameras has always confounded me.

What I want is a single object that is (or acts like) a camera, entity, and viewer all at once, and that’s what I’ve tried to make here.

You first make a camera/viewer/entity thing by calling makeCameraViewerEntityThing(scene), and then you apply a “rig” function to it.

This project makes rig functions out of the two viewers in the builtin Cameras project, so there’s a first-person-view rig and a orbit-view rig.

One advantage you can see from this project is that it’s really easy to change rigs on the fly.

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Comments

  • Posts: 1,547

    Update:

    • Better commented to explain what’s going on
    • New icon, so it doesn’t look exactly like the “Cameras” project
  • Posts: 2,496
    @UberGoober - thanks for this, fits with my understanding better. I started playing with your other code but found most of it a little daunting. Will try to integrate into some of my projects.
    Thanks again
  • Posts: 1,547

    Updated to put almost all custom properties and functions inside an entity.rig table.

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