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Camera translation issues in Matinee and sequence end

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    Camera translation issues in Matinee and sequence end

    Hi folks!
    Since there's no dedicated Matinee section, I hope this place is appropriate.

    I've been fiddling around with CameraActor movement in matinee and ran into some problems. At first, Matinee would play my camera animations correctly, but with an entirely different offset. I then found out that the camera position and orientation that I set in the first frame in Matinee were overwritten by the position and rotation data of the CameraActor object that I placed in the scene using the level editor. From that point forward, Matinee seems to tie all data in the movement track relatively to the initial values of the CameraActor scene object.
    This is quite counter-intuitive as I can't figure out a way to position the camera from the camera's view as I would otherwise do it in Matinee using the preview mode. Do you have any suggestions on how to work around this issue?

    Also: At the end of the Matinee sequence, the camera view is reset to the player camera. Is there a way to stay within the CameraActor's last position? I want to realize a transition for a menu that stays in its final position, not using the sidescroller camera that we are otherwise using in the game.

    Thanks in advance for any good hints!

    #2
    1st: Well, easy fix: Open your matinee -> right-click ur movement track and set it to "World Frame" instead of "Relative to Initial"

    2nd: Create another matinee with the last position of you camera and create a director track and loop it so the cam stays the dominant one as long as you need it to be.

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      #3
      Originally posted by pHagen View Post
      1st: Well, easy fix: Open your matinee -> right-click ur movement track and set it to "World Frame" instead of "Relative to Initial"

      2nd: Create another matinee with the last position of you camera and create a director track and loop it so the cam stays the dominant one as long as you need it to be.
      Ohhh thanks a lot! I saw the IMF_RelativeToInitial value in the properties panel but couldn't change it there, so I thought this was a fixed thing. Didn't come to my mind to search in the track window.
      So, a loop can be considered the "right way" to do stay within the chosen camera view? Makes sense, just sounds a bit hacky - but I'm not experienced with UDK

      Anyways, thanks for the help!

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        #4
        Yep, it's the right way. There is also a Kismet node called "Set Camera Target" but if you use it, you'll run into troubles going back to the player cam

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