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Overview

A camera object is used to define custom views inside your level. They can be triggered via FlowGraph and TrackView, and are heavily used within animated sequences.

For a more in-depth usage of cameras within CRYENGINE, please see the Trackview cut-scene section where we cover its usage within cut-scenes, and more specifically the Camera section.

Camera Setup

Camera Location

The camera entity cam be found in the Rollup Bar in the first tab under the Misc section.

Pic1: Camera location in the Rollup Bar

Adding a camera to your level.

Pic2: The 2 Different types of camera entities placed in a level, free or targeted.

There are 2 ways to add cameras to a level. 

  1. A free camera
  2. A targeted camera

To add a free camera, simply left click the camera button in the Rollup Bar and position it into the scene. Click the left mouse button again to confirm its position.

To add a targeted camera, we follow the same process but this time we will hold down the Shift key when we left click place the camera and then drag out the cameras target. Let go of the left mouse button and both the camera & its target will be positioned in the scene.

Camera Properties

 Once you drag select the Camera into your scene, these are the properties of the camera entity and are described below.

 

Pic3: Camera properties
 


ParamsDescription
FOVThe field of view of the camera.
NearZThe cut off point closest to the camera.
FarZThe max cut off point of the camera.
Shake Parameters 
Amplitude AVec3, the strength of the effect on each axis.
Amplitude A MultiplierMultiplier for the Amplitude.
Frequency AVec3, how off the effect will play in each axis.
Frequency A MultiplierMultiplier for the Frequency.
Noise A Amplitude MultiplierAdd some noise to the amplitude value.
Noise A Frequency MultiplierAdd some noise to the frequency value.
Time Offset AA some time offset.
Amplitude BVec3, the strength of the effect on each axis.
Amplitude B MultiplierMultiplier for the Amplitude.
Frequency BVec3, how off the effect will play in each axis.
Frequency B MultiplierMultiplier for the Frequency.
Noise B Amplitude MultiplierAdd some noise to the amplitude value.
Noise B Frequency MultiplierAdd some noise to the frequency value.
Time Offset BA some time offset.
Random SeedApply some random variation to the noise.



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