Create camera 'movement'
Quote from Kingofaperture on May 24, 2012, 7:57 pmYes, its me AGAINAGAIN!! Have alot of questions, though...
I was wondering how you 'create' your own camera sequence without parenting it to the regular 'blackouts' and those kind of things you parent a camera to.Is it some way to create a own camera movement sequence??
Yes, its me AGAINAGAIN!! Have alot of questions, though...
I was wondering how you 'create' your own camera sequence without parenting it to the regular 'blackouts' and those kind of things you parent a camera to.
Is it some way to create a own camera movement sequence??
Quote from Vordwann on May 24, 2012, 8:10 pmWell you can make your own custom model with just one vertex skinned to a bone that follows a path you want. You can also try stuff with hammer entities, but honestly the model you can parent the point_viewcontrol to is the best way.
Well you can make your own custom model with just one vertex skinned to a bone that follows a path you want. You can also try stuff with hammer entities, but honestly the model you can parent the point_viewcontrol to is the best way.
[spoiler][SP] Alternate[/spoiler]

Quote from msleeper on May 24, 2012, 8:49 pmThe really old school shitty way to do it is to have two invisible trains. One that is parented to the camera so your camera can move (assuming you need it). And the other for the camera's "look at" entity, and have it fly around the path you want the camera to view.
The really old school shitty way to do it is to have two invisible trains. One that is parented to the camera so your camera can move (assuming you need it). And the other for the camera's "look at" entity, and have it fly around the path you want the camera to view.
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Quote from ChickenMobile on May 24, 2012, 9:36 pmMaking a camera move smoothly and accurately is very hard to do, hence why valve (in Portal 2) used animations to parent the player's view.
A point_viewcontrol will create the smoothest camera sequence but it 'smooths' itself into walls and other objects. If you want a perfect camera sequence, you will need to fiddle and test endlessly in order to turn where you want by setting speed and tracking speed of the camera while it is moving.
A point_viewproxy enables the player to move the camera around, however the camera is defined by its' viewing entity. This way you will have to parent it to a train or an attachment point in an animation to move.
The alternate way to do this is to create a prop_vehicle_choreo_generic and change the model to models/br_camera/br_player_view_end.mdl and parent the model to a train. (If this model doesn't exist it is probably not a Valve model :S) You can then forcefully make the player enter the vehicle and start the train to follow the path.
Example:tuberide_vehicle.vmfThere is also a camera you can use to affect the coop bots: a point_viewcontrol_multiplayer. This entity behaves like a point_viewcontrol however the smoothing camera movements are not included and is mainly just for taking over the player's view for disassembling etc.
Making a camera move smoothly and accurately is very hard to do, hence why valve (in Portal 2) used animations to parent the player's view.
A point_viewcontrol will create the smoothest camera sequence but it 'smooths' itself into walls and other objects. If you want a perfect camera sequence, you will need to fiddle and test endlessly in order to turn where you want by setting speed and tracking speed of the camera while it is moving.
A point_viewproxy enables the player to move the camera around, however the camera is defined by its' viewing entity. This way you will have to parent it to a train or an attachment point in an animation to move.
The alternate way to do this is to create a prop_vehicle_choreo_generic and change the model to models/br_camera/br_player_view_end.mdl and parent the model to a train. (If this model doesn't exist it is probably not a Valve model :S) You can then forcefully make the player enter the vehicle and start the train to follow the path.
Example:
There is also a camera you can use to affect the coop bots: a point_viewcontrol_multiplayer. This entity behaves like a point_viewcontrol however the smoothing camera movements are not included and is mainly just for taking over the player's view for disassembling etc.
Quote from Kingofaperture on May 25, 2012, 5:09 amcan i parent it to anything??
can i parent it to anything??
Quote from Lpfreaky90 on May 25, 2012, 5:44 amKingofaperture wrote:can i parent it to anything??Try it
But the best thing to parent it to is a func_track_train I suppose...
Try it
But the best thing to parent it to is a func_track_train I suppose...
Quote from Fracture on June 20, 2013, 12:02 ami had them parented to targets for awhile and suddenly that stopped working. infact portal 2 wont even open at all now
i had them parented to targets for awhile and suddenly that stopped working. infact portal 2 wont even open at all now

Quote from ChickenMobile on June 20, 2013, 7:59 amFracture wrote:i had them parented to targets for awhile and suddenly that stopped working. infact portal 2 wont even open at all nowSounds like you need a verify of cache friend.
Sounds like you need a verify of cache friend.
Quote from User on June 20, 2013, 9:38 amhmmm i Just did a Track_Train, and parented a Funk_Tank to it, and the camera to the tank.
So, the Tank gets a Target and the result looked (almost) Smooth,
hmmm i Just did a Track_Train, and parented a Funk_Tank to it, and the camera to the tank.
So, the Tank gets a Target and the result looked (almost) Smooth,
Quote from Fracture on June 20, 2013, 3:36 pmyeah the tank sounds like a better idea. I once had a camera parented to a func_door that went all "hey look, a thing i'm supposed to look at. very interesti- OMG WHAT IS THAT OVER THERE THAT IS COMPLETEY IRRELEVANT!?!?"
yeah the tank sounds like a better idea. I once had a camera parented to a func_door that went all "hey look, a thing i'm supposed to look at. very interesti- OMG WHAT IS THAT OVER THERE THAT IS COMPLETEY IRRELEVANT!?!?"