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DarkBASIC Professional Discussion / i kinda got an interesting question cameras..

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gp009
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Posted: 12th Jun 2012 16:58 Edited at: 12th Jun 2012 16:59
i need some advice on using multiple cameras as i UI containing 5 cameras

camera 0 ( main display window for viewing world )

1. cameras 1 - 4 for viewing each different character in 3d ( each viewport only 131x123 )

2. with individual random idle animations

any advice on how to do this most effectively?

i have no code for it yet as i have not yet wrote that part of the code
basjak
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Posted: 13th Jun 2012 04:25
this is very easy:

simple example:

autocam off
position camera -35,50,-60
point camera 0,0,0
make camera 1
set camera view 1,0,0,160,180
make camera 2
set camera view 2,x1,y1,x2,y2

and so on.

Mage
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Posted: 13th Jun 2012 06:04
Perhaps it's good to take a step back, and ask why 5 camera's are needed in the first place.

Why do you need to view several characters in separate view ports?

It would make it easier to provide a "better" suggestion if this was known.

gp009
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Posted: 13th Jun 2012 16:59 Edited at: 14th Jun 2012 12:53
Quote: "Perhaps it's good to take a step back, and ask why 5 camera's are needed in the first place.

Why do you need to view several characters in separate view ports?

It would make it easier to provide a "better" suggestion if this was known."


if you played Lord of the rings online, you would see how they done some character portraits of both the player and the targeted mob both animated in 3d instead of animated sprites ( i think thats how they did it the way it looked).

i kinda liked the idea was going to try it out on an rpg game im currently making.

each view port for the character would have a very short clip distance--just enough to show each character. the detail of each character rendered from each camera will be in low detail ( low polys, ect. )

anyway I liked the idea and wanted to try it out and see if i can pull this off.

Update:

i decided to cut it down to just 3 cameras which seems more reasonable:

camera 0 = world

camera 1 = player portrait

camera 2 = targets portrait
Sph!nx
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Posted: 15th Jun 2012 14:21
Or you could mimic the additional portraits, like they did in the first Starcraft games. Basically it is a recording of what you wish to show in the portrait. In the game it's basically an animated image. You could make several animations to include different emotions or manners of speech.

I think this would work just as well. A little more work, but easier on your system when you run the game.

Regards Sph!nx
http://www.mental-image.net
mr Handy
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Posted: 15th Jun 2012 15:46
I think better thing is just fix certain object in viewport and clip it by using screen-space shader. No additional cameras and infinite amount of characters on screen.

«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI
Mr Bigglesworth
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Posted: 16th Jun 2012 04:41
Quote: "I think better thing is just fix certain object in viewport and clip it by using screen-space shader. No additional cameras and infinite amount of characters on screen.
"


This
Sph!nx
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Posted: 16th Jun 2012 17:49 Edited at: 16th Jun 2012 17:49
Agreed.

Regards Sph!nx
www.mental-image.net
mr Handy
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Posted: 16th Jun 2012 17:51
@Mr Bigglesworth
Quote: "This"

what does it mean?

«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI
Pincho Paxton
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Posted: 17th Jun 2012 16:01
Quote: "what does it mean?"


It means he agrees with the quote above his post.

mr Handy
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Posted: 18th Jun 2012 00:38
@Pincho Paxton
Thanks, that's a new slang stuff for me.

«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI
Mage
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Posted: 18th Jun 2012 07:27 Edited at: 18th Jun 2012 07:48
Quote: "
if you played Lord of the rings online, you would see how they done some character portraits of both the player and the targeted mob both animated in 3d instead of animated sprites ( i think thats how they did it the way it looked)."


Ok Assuming these are animated 3D portraits. If I had to do this I would cheat, and only use 2 Cameras, 1 for gameplay and the second for all 4 portraits. Hahahah...

I would use the Image Kit 2 version of a method I developed for converting 3D objects to 2D, where the background is transparent and 100% of any subtle transparency is preserved.

Demo Here (all my pretty screenshots got deleted):
http://forum.thegamecreators.com/?m=forum_view&t=184514&b=1

The image kit version can be rigged to animate this conversion with great performance.

What I would do is animate all 4 portraits in view of the second camera at the same time, whose view is converted to a 2D Image, create 5 sprites, whose texture coords are each adjusted to only show 1 of the portraits. This would cause 5 Sprites to be linked to an ever animating image. The business of converting that camera view to a 2D image where the transparencies are preserved and the background is transparent is the reason for huge circus involving image kit and the code demo I linked. Otherwise you get an ugly solid background.

This would result in 4 on screen portrait sprites with realtime 3D animation. Only 2 Cameras would be used, eliminating a major bottleneck. lol.

The fact that they would be 2D sprites would be meaningless. They would look exactly like the pure 3D objects.

Actual DBP Transparent Screenshot:


***This would only work If I can create sprites using Image Kit images, which I haven't tested.

This is not exactly an easy solution, fyi.

Mage
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Posted: 18th Jun 2012 07:54
Quote: "Or you could mimic the additional portraits, like they did in the first Starcraft games. Basically it is a recording of what you wish to show in the portrait. In the game it's basically an animated image. You could make several animations to include different emotions or manners of speech."


This is the easiest way to make a professional looking solution. It's not as good looking as the method I mentioned above and you'd need to have at least dozens of images. But it's way easier to do, and still look half decent.

Mr Bigglesworth
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Posted: 21st Jun 2012 10:23
Why don't you just position the model to where you want it shown?

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