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Re: Camera Focus... Broken?

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C0D3Y is not online. C0D3Y
Joined: 24 Jul 2010
Total Posts: 1692
21 Jun 2012 01:01 PM
Okay, I'm new to this camera manipulation thing, but I think that my script should still work... The Focus property in the camera takes a CFrame, so when I say

local cam = workspace.CurrentCamera
cam.Focus = workspace.Part.CFrame * CFrame.new(0,-15,0)
cam.CoordinateFrame = workspace.Part.CFrame

It should work, correct? I am giving it a CFrame of where to look. And yet it does not look that way. I have a brick rotated so it's facing upwards, and when I use the script all I see is sky. I had created a brick using the same formula, so it should work. Yet, it does not... I even added this to the script:

wait(2)
cam.Focus = workspace.Part.CFrame * CFrame.new(-15,0,0)
print'Changed'
wait(2)
cam.Focus = workspace.Part.CFrame * CFrame.new(0,0,-15)
print'Changed'

It prints changed, but the camera stays looking at the sky... Anyone have an idea of what I am doing wrong? No output BTW.

PS. Legokid135(Might have gotten the numbers wrong), your script didn't work, I just didn't want to bring up the old thread when this one has a different purpose.
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VietnamVeteran101 is not online. VietnamVeteran101
Joined: 22 Mar 2011
Total Posts: 152
21 Jun 2012 01:13 PM
Yeah, I'm having trouble with camera manipulation too. I was using the camera rotation effect, but whenever I try to get the camera to return to the player's humanoid, it does return, but the camera is un-rotatable. It's just staying looking down at the floor.
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C0D3Y is not online. C0D3Y
Joined: 24 Jul 2010
Total Posts: 1692
21 Jun 2012 01:16 PM
Did you add the: WhateverYouNamedTheCamera.CameraType = "Custom"

If not, Idk, cameras much be buggy... Really hoping someone who's experienced in camera manipulation*cough* CM32 *cough* comes and helps. I'm not saying I only want CM32, anyone who can help I'd love to find out what I'm doing wrong so I can fix the darn thing...
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smurf279 is not online. smurf279
Joined: 15 Mar 2010
Total Posts: 6871
21 Jun 2012 01:26 PM
Yeah I had the same problem but I just worked around by using the other arguments in CFrame.. I'll see if I can fix up your code for that brb
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smurf279 is not online. smurf279
Joined: 15 Mar 2010
Total Posts: 6871
21 Jun 2012 01:28 PM
btw you're supposed to set the camera type to scriptable
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C0D3Y is not online. C0D3Y
Joined: 24 Jul 2010
Total Posts: 1692
21 Jun 2012 01:28 PM
Thank you very much :) All I'm trying to do is find a way to have the camera look in front of the part, I didn't think it was gonna be so complicated...
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C0D3Y is not online. C0D3Y
Joined: 24 Jul 2010
Total Posts: 1692
21 Jun 2012 01:29 PM
Late post, but yes I know to make the cameratype to scriptable. I was saying when you want to return to the player's "normal" camera, you would do custom.
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Causticity is not online. Causticity
Joined: 11 Jun 2012
Total Posts: 530
21 Jun 2012 01:30 PM
My 2d-Camera wasnt working either.
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thejonathann is not online. thejonathann
Joined: 14 Dec 2010
Total Posts: 76
21 Jun 2012 01:30 PM
In local script:

local cam = Workspace.CurrentCamera
local part = Workspace.Orbit
local radius = 10

cam.CameraType = "Scriptable"

for i=0, 360, 5 do
local a = math.sin(math.pi/180*i) * radius
local b = math.cos(math.pi/180*i) * radius
local c = Vector3.new(a, 0, b)
cam.CoordinateFrame = CFrame.new(c, part.CFrame.p)
cam.Focus = part.CFrame
wait(0.1)
end

cam.CameraType = "Custom"
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C0D3Y is not online. C0D3Y
Joined: 24 Jul 2010
Total Posts: 1692
21 Jun 2012 01:31 PM
Dude... What are you talking about? I haven't taken trig but I can guess that will just circle around the part and you copied it from the wiki. _Not what I need_.
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crazyman32 is not online. crazyman32
Joined: 13 Apr 2008
Total Posts: 18027
21 Jun 2012 01:42 PM
When using the Scriptable camera type, Focus is not used. Instead, it's sort of combined with CoordinateFrame.



Position at 0,0,0 and look at position 10,10,10:


Other camera types:

cam.CoordinateFrame = CFrame.new(0,0,0)
cam.Focus = CFrame.new(10,10,10)


Scriptable camera type:

cam.CoordinateFrame = CFrame.new(Vector3.new(0,0,0), Vector3.new(10,10,10))
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smurf279 is not online. smurf279
Joined: 15 Mar 2010
Total Posts: 6871
21 Jun 2012 01:43 PM
local cam = workspace.CurrentCamera
cam.CameraType = "Scriptable"
local _, _, _, _, _, _, r21, r22, r23, r31, r32, r33 = cam.CoordinateFrame:components()
cam.CoordinateFrame = CFrame.new(
worspace.Part.Position,
Workspace.Part.Position-Vector3.new(0, 15, 0) ,
Vector3.new(r21, r22, r23),
Vector3.new(r31, r32, r33)
)
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smurf279 is not online. smurf279
Joined: 15 Mar 2010
Total Posts: 6871
21 Jun 2012 01:44 PM
aghh


crazy was barely 1 minute ahead of me too >.<
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MrNicNac is not online. MrNicNac
Joined: 29 Aug 2008
Total Posts: 26567
21 Jun 2012 01:45 PM
^

Except you just recreated the matrix for some reason.
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smurf279 is not online. smurf279
Joined: 15 Mar 2010
Total Posts: 6871
21 Jun 2012 01:47 PM
to preserve the other rotation stuff. CFrame.new() resets everything so I wasn't sure if he wanted that
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C0D3Y is not online. C0D3Y
Joined: 24 Jul 2010
Total Posts: 1692
21 Jun 2012 01:47 PM
@CM32

Well that's unfortunate... I guess I'll just have to CFrame the brick so it's facing forward...

@Smurf, I'll try it, if not I'll just CFrame it like I said before.
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crazyman32 is not online. crazyman32
Joined: 13 Apr 2008
Total Posts: 18027
21 Jun 2012 01:48 PM
I suggest not using bricks to position the camera. You can just as easily do away with the bricks and use basic CFrame manipulation
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MrNicNac is not online. MrNicNac
Joined: 29 Aug 2008
Total Posts: 26567
21 Jun 2012 01:48 PM
Then just multiply the coordinate frames, or get the angles view toEulerAngles. Rebuilding a matrix after taking it apart is quite confusing, because it doesn't always end up right. Which I believe is due to the lack of quaternions.
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C0D3Y is not online. C0D3Y
Joined: 24 Jul 2010
Total Posts: 1692
21 Jun 2012 01:51 PM
@MrNicNac, yeah, I never really understood the whole matrix thing so I'll try not to go into that

@CM32

I see where you're coming from, but I'm building a drone and I'd rather just continually set the camera's CFrame to the same as the "camera" of the drone and move the entire drone than using math to change it all around.
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smurf279 is not online. smurf279
Joined: 15 Mar 2010
Total Posts: 6871
21 Jun 2012 01:53 PM
"get the angles view toEulerAngles"


forgot about that lol. . .
anyways i just went to test it out and got invlaid number of arguments.. isn't CFrame supposed to unpack the vectors?
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smurf279 is not online. smurf279
Joined: 15 Mar 2010
Total Posts: 6871
21 Jun 2012 01:55 PM
"I see where you're coming from, but I'm building a drone and I'd rather just continually set the camera's CFrame to the same as the "camera" of the drone and move the entire drone than using math to change it all around."

In this case set the drone as your camera subject the camera will move with the drone. you can reset it by setting the camera subject back to the players character later
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C0D3Y is not online. C0D3Y
Joined: 24 Jul 2010
Total Posts: 1692
21 Jun 2012 01:56 PM
Definitely would do that, but it's remote controlled and what I'm doing is making you pretty much see through the drone's camera, so you see what the drone would see.
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Ubayla is not online. Ubayla
Joined: 01 Dec 2008
Total Posts: 157
21 Jun 2012 02:07 PM
You have the CoordinateFrame INSIDE the part, if you're inside a part looking out (as you were) you won't see it. Try switching the numbers and changing the CameraType to "Scriptable"
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C0D3Y is not online. C0D3Y
Joined: 24 Jul 2010
Total Posts: 1692
21 Jun 2012 02:10 PM
Did the last thing and was working on the other one. BTW, that was just an example. In the real version I added a vector3 to it so it would be outside of it. No offense to you but I'm not that new to scripting.
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chaoticregandpledge is not online. chaoticregandpledge
Joined: 04 Dec 2009
Total Posts: 2894
21 Jun 2012 02:12 PM
(Try fractions) eg. 1/100 or .01
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