Camera settings

With matching view windows. Still a lot to figure out here, making progress. Appears that actually placing additional cameras is quite a bit trickier. Aside from the code aspects, the selector appears to use a single icon to choose the image. Might be a good place for a config file entry that changes the relevant values directly
36 Replies
andybak
andybak3y ago
Let's use a thread for this
AncientWorlds
AncientWorlds3y ago
Alright, sounds good
andybak
andybak3y ago
I've forgotten what this is about! The camera tool? Can you recap?
AncientWorlds
AncientWorlds3y ago
At this point have the ability to make different shaped video cameras and windows. At least a square and a rectangle so far. Presumably can be done with any aspect, although don't have all the settings worked out entirely or tested for distortion, framing etc The raw dimensions are enterable for the output video, the camera path video, and snapshot videos in unity. The framing is a bit trickier, I just stole the data from the gifs and inverted the rectangle dimensions There's a scaling factor in regular videos on the x/y, of 1.2, not sure why that is, possibly for curvature reasons in translating or pov math? At any point, it explains why it's hard to frame shots correctly. I uploaded a chart with the side by side settings, but haven't marked out which values are which yet. I've got them, but my version is super cluttered with notes
andybak
andybak3y ago
I thought it was literally as simple as changing "display width" and "display height" on the Screenshot Manager component? i.e. just two numbers to change for each type of camera if that worked - i was going to suggest adding a new config setting rather than a new camera type (the two numbers control the aspect ratio - but not the resolution. that can be overridden) https://discord.com/channels/783806589991780412/806934697237938216/1007974583535673394
AncientWorlds
AncientWorlds3y ago
Well, that mostly works. It doesn't work for the back panel. But maybe we can adapt that bit. Config numbers can be set directly, and it will shoot in that dimension but won't frame it right in the video camera
andybak
andybak3y ago
"It doesn't work for the back panel" - what's the "back panel"?
AncientWorlds
AncientWorlds3y ago
Just a sec, let me find my chart
andybak
andybak3y ago
just not sure what you mean by back panel I suspect the preview could be fixed by changing the scale on the "MeshScreen"
andybak
andybak3y ago
No description
AncientWorlds
AncientWorlds3y ago
Essentially there's four parts to each of the cameras, in different places.
1. MeshBackboard (not entirely sure what that does yet, needs further testing) 2. MeshBorder controls the camera view window 3. Mesh Renderer (also not sure, one might control the inner reticule 4. The camera settings themselves (which you mentioned).
AncientWorlds
AncientWorlds3y ago
Confusingly, the names are similar but not identical in the heirarchy menu to their labels
No description
AncientWorlds
AncientWorlds3y ago
The render camera is separate from the handheld camera So both values need to match, although they can be the same The vertical camera only works if the MeshBorder is also set the same way, as I recall. However it lets you shoot vertically without turning your hand (which last time I tested didn't work anyways. Disabled in the older code, at least) The box camera will work without changing the default mesh, but it's better to use the gif settings for photography purposes so you know what's in the viewport
andybak
andybak3y ago
"Vertical camera" "Box camera" - do these correspond to the "offical" names? (Screenshot/AutoGif/TimeGif/Video)?
AncientWorlds
AncientWorlds3y ago
No these are not official names. These are the ones I tested with and are easiest because they basically just swap values with existing cameras so didn't need to do calculations on placement etc, which I don't understand yet
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