Pighaus Games Docs

These docs describe Fixed Angles and Blendshot, the next update, in development: everything in 1.3 and what it adds. 1.3 is in testing: read its docs.

Camera movesFixed Angles

A path the shot travels from one camera to the next, instead of cutting, or blending in a straight line through the walls between them.

A blend between two cameras goes in a straight line, and a straight line between two rooms goes through the wall between them. A Camera Move is the way round, drawn as a path: when the shot changes between its two cameras, it travels the path instead, on its own time. A cut can become a sweep out of a doorway, and a blend that clipped a wall can weave through the room next door.

Placing one#

Select two Fixed Cameras, the one the move starts from first, and choose Link Selected Cameras With A Move from the Blendable toolbar menu. A move appears with its path straight between the two cameras and a point in the middle: drag that out round whatever is in the way, and Alt-drag a point to add more. Select one camera on its own to link it to your own camera, the follow camera on the player.

You can also place a Blendable Camera Move from Place Actors and set its From and To.

Which changes it carries#

SettingWhat it does
From and Tothe cameras at its two ends. Empty is your own camera, so a move can carry the shot from following into a room's camera, or out of it back to following
Both Wayson, the default: a change the other way runs the same path backwards. Off, the other way cuts or blends as the cameras say
For States Toooff, the default: aiming or another state taking the shot from a camera at one end, and giving it back, goes the way the state says. On, the move carries those too
Enabledoff, the move is never used

A move replaces the cameras' own Blend In Time and Blend Out Time for its change, a cut's included: it was placed to be travelled. A Hold Fixed Camera or Let Go Of Fixed Camera given a time of its own keeps that time.

Timing#

SettingWhat it does
TakesOver A Time, the same time however long the path is, or At A Speed along it, so a longer path takes longer
Timehow long the whole path takes, 2 seconds by default
Speedthe average speed along the path, in cm/s
Easehow it gathers speed and slows: Ease In-Out by default, or Linear, Ease In, Ease Out, or a curve of your own in Custom Ease

Looking#

LooksThe camera on the way
At The Playerthe default: keeps the player in the middle of the shot, looking Aim At Height above their position, about the chest
From Shot To Shotturns from the first camera's aim to the second's over the whole move, as a blend does
Along The Pathlooks the way the path goes, as if flying along it
At An Actorkeeps an actor of your choosing in the middle of the shot: a door that's opening, a body on the floor

All but From Shot To Shot turn off the first shot's aim at the start and into the second's at the end, over Turns Over, a share of the move at each end, 25% by default. The lens goes from one camera's field of view to the other's over the whole move.

The ends follow their shots#

A move leaves from exactly what was on screen and lands on exactly the shot it's going to, wherever the cameras are. A camera that slides or turns is followed live, and so is your own camera, which goes wherever the player is: the gap between each end of the path and its camera is let go over the first half of the move and taken up over the second. Put the ends on their cameras with Snap Ends To Cameras and the middle of the move is exactly the path you drew.

Turning back#

Turn back while a move is running and the camera goes back along the path from wherever it had got to, over its share of the time, with no jump. A move that runs one way only, or a change to a third camera, sets off in a straight line from the pose on screen instead.

Trying it#

A move's panel has three buttons at the top:

  • Preview flies the viewport along the move as the camera would travel it, then puts the view back. Your own camera is played by the view as it is, and the player by a stand-in in the middle of the area the move ends in.
  • Check The Way sweeps the path as the camera would pass, on the camera's collision channel, and marks anything in its way. Characters don't count.
  • Snap Ends To Cameras puts the path's first point on the From camera and its last on the To camera.

Build → Map Check sweeps every move the same way, and warns of a move with no path, one that links your own camera to itself, and one whose camera isn't in the level.

In play, Draw Camera Stack draws every move, with a ball where the shot has got to on the one carrying it, and the readout's fixed line says moving along it, with backwards when it runs that way.

Go deeperWhy the path, not the collision

A fixed camera's view is laid over your own camera's after every collision check, so a placed camera stays exactly where it was placed, and a move is the same: it doesn't push out of walls on the way. The path is the promise, and Check The Way and the map check are how you keep it.

From Blueprints and Python#

Link Fixed Cameras With A Move is an editor node, for an Editor Utility Widget or a Python script. In play, Get Fixed Camera Move on the Follow Camera says which move is carrying the shot, and a move's Find Blocker, Get Length and Get Time For are there for tools of your own.