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Camera Rig

Camera Rig

Use the Camera Rig component to add and remove behaviors to drive your camera entity. To use the camera component, you must first add the Camera Framework Gem to your project.

Camera Rig Component Properties

The Camera Rig component has the following properties:

Target acquirers
Array of behaviors that define how a camera selects a target. The rig tries each acquirer in the order listed until one successfully finds a target.

Look-at behaviors
Array of behaviors that modify the look-at target transform. The rig runs each in order to generate a final target transform.

Transform behaviors
Array of behaviors that modify the camera transform based on the look-at target transform. The rig runs each in order before setting the camera component’s transform.

Target Acquirers

Target Acquirers identify valid targets and acquire their transforms for use in other rig behaviors.

Acquire By Tag

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AcquireByTag has the following properties:

Target tag
Find a target by tag. If multiple entities are found, it uses the first to respond.

Use Target Rotation
If selected, uses the target’s rotation when determining camera behavior.

Use Target Position
If selected, uses the target’s position when determining camera behavior.

Acquire By Entity Id

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AcquireByEntityId has the following properties:

Entity Target
Select a specific entity to use as the camera target

Use Target Rotation
If selected, uses the target’s rotation when determining camera behavior.

Use Target Position
If selected, uses the target’s position when determining camera behavior.

Look-at Behaviors

Look-at Behaviors changes the target transform to modify camera behavior.

OffsetPosition

Use OffsetPosition to change the position of the target’s transform. Positions are often determined from the base of a model. But suppose, for example, that you want to determine its position 1.8 meters up from its base. You can use this property to achieve that positional offset.

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Look-at Behaviors has the following properties:

Positional Offset
Vector displacement of the target transform’s position.

Offset Is Relative
If selected, uses local coordinates. If deselected, uses world-basis vectors for the offset.

Rotate Camera Target

Use Rotate Camera Target to rotate the target separately from its source target. For example, you may want your character to look up and down without pitching.

Rotate Camera Target has the following properties:

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Axis of Rotation
The target cardinal’s axis around which the camera rotates. Select the X, Y, or Z axis.

Event Name
Name of event that provides the values for the rotation.

Invert Axis
If selected, inverts the axis of rotation.

Rotation Speed Scale
Multiplier for new input values to scale the speed of rotation.

SlideAlongAxisBasedOnAngle

Use SlideAlongAxisBasedOnAngle to modify the position of the look-at target based on an angle. For example, say that you set the target to slide along the forward and backward axis based on pitch. As the target pitched down, then the position would move ahead of the target. If the target is attached to the character, then every time the target looked down, it would be ahead of the character. Every time it looked up, it would be behind the character.

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SlideAlongAxisBasedOnAngle has the following properties:

Axis to slide along
Select an axis along which the target slides:

  • Forwards and Backwards
  • Right and Left
  • Up and Down

Angle Type
Select an angle type on which to base the slide:

  • Pitch
  • Yaw
  • Roll

Vector Component to Ignore
Select a vector component to ignore: None, X, Y, or Z.

Max Positive Slide Distance
The maximum slide along the axis when the angle reaches 90 degrees.

Max Negative Slide Distance
The maximum slide along the axis when the angle reaches -90 degrees.

Transform Behaviors

Transform Behaviors are a critical component of how the camera responds to the target. For example, you can set the camera to face the target, follow from a distance, or follow the target at a specific angle.

FaceTarget

FaceTarget causes the camera to change the rotation of its transform to look at the target. To use this feature, simply add it. There are no additional properties to configure.

FollowTargetFromAngle

FollowTargetFromAngle causes the camera to follow the target from a specified angle. This feature works well for top-down, isometric, and side scrolling cameras.

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Follow Target from Angle has the following properties:

Angle
Angle at which to follow the target.

Rotation Type
Rotation type of the angle for following the target: yaw, pitch, or roll.

Distance from Target
The distance in meters from which the camera follows the target.

FollowTargetFromDistance

FollowTargetFromDistance causes the camera to follow the target from a specified distance. You can also set named events to trigger the camera to zoom in on or out from a target.

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FollowTargetFromDistance has the following properties:

Follow Distance
The distance in meters from which the camera follows the target.

Minimum Follow Distance
Minimum distance from which the camera follows the target.

Maximum Follow Distance
Maximum distance from which the camera follows the target.

Zoom In Event Name
Event name that reduces the current follow distance, in effect zooming in.

Zoom Out Event Name
Event name that increases the current follow distance, in effect zooming out.

Zoom Speed Scale
Scale amount for the incoming zoom value.

Player Index
The index of the player (device index) that this feature supports.

Offset Position

Offset Position sets the camera’s position to the target’s position with an offset.

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Offset Position has the following properties:

Offset
The vector offset in meters from the target.

Is Offset Relative
If selected, local basis vectors are used. If deselected, worldbasis vectors are used.

Rotate

Use Rotate to rotate a camera about one of its axes (X, Y, or Z).

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Rotate has the following properties:

Angle
Angle in degrees to rotate the camera.

Axis
Axis about which to rotate the camera.