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Last posts - Page 857

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TheEmu
Joined in Jul 2012
7424 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
March 18, 2020, 5111 answers
@DrDoom9

Moving the camera left is (almost) equivalent to moving everything that the camera is looking at to the right and vice versa, that is why you need to use different signs depending on what position you animate. This just the same in the scenes as it is in real life.

So

Camera {
pos : 100, 0, 0 // Offset camera to the right
node {
pos : 0, 0, 0
// rest of scene omitted for clarity
}
}

offsets the camera by 100 units to the right relative to the rest of the scene, which is the same offsetting the rest of the scene by 100 units to the left realtive to the camera, i.e. to

Camera {
pos : 0, 0, 0
node {
pos : -100, 0, 0 // Offset scene to the left
// rest of scene omitted for clarity
}
}

I have used pos: rather than animate because its easier to think of the positions rather than motions, but the same logic applies. I have also ignored the camera's target which needs to be taken into account as well (see next paragraph)

I said "almost equivalent" in the first paragraph above because if you only animate the camera's position then the camera will remain pointing at the same point in the 3D space of the screen, as specified by its Target, so moving the camera left will also cause its view direction to rotate to keep the same point central in the view. This rotation will be most noticable if the target position is close to the camera (i.e. difference between the Z components of the camera's pos and target is small) and smaller if the target is a long way away. This is why it is often necessary to animate a camera's pos and target simultaneously.