Look and feelFixed Angles
A fixed camera's own grade and focus, letting the player look around a little, and its own shake, with the character's bob and the camera operator kept out of a placed shot.
Each fixed camera has its own look, its own focus and its own shake, on the Look And Feel band of its panel. Your own camera's carry on underneath, and come back as the shot hands over.
Its look#
Look is the same grade and post process materials a Rig carries: vignette, grain, colour separation, bloom, motion blur, saturation and contrast, exposure, and materials of your own, laid over the level's own by Weight. As a fixed camera takes the shot the Rig's look gives way to it, and between two fixed cameras one look crosses into the other over the blend.
Focus#
Focus works as a Rig's does, with the same choices in the same words, but it's measured from where the fixed camera stands rather than from the Follow Camera hidden underneath. You keeps the player sharp however far across the room they walk.
Looking around#
Let Them Look Around is off by default: a placed camera that turns for the mouse is a different kind of camera. Switched on, the look stick turns the view a little, no further than Across and Up And Down, holds while they keep looking, and springs back once they stop, after Springs Back After and over Springs Back Over. Up on the stick still means what the camera says.
Shake#
A placed camera doesn't breathe. The character's body shake and the Follow Camera's operator never play through a fixed camera; hits, rumbles and world shakes still do.
| Setting | What it does |
|---|---|
| Shake | a shake of its own while it holds the shot: a security camera's hum, a handheld documentary feel |
| Shake Strength | how strongly it plays. 1 is as authored |
| Hit Strength | how hard hits, rumbles and world shakes land through it. 0 keeps the shot perfectly still |