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.
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
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.
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.
Once you drag select the Camera into your scene, these are the properties of the camera entity and are described below.
Pic3: Camera properties
|FOV||The field of view of the camera.|
|NearZ||The cut off point closest to the camera.|
|FarZ||The max cut off point of the camera.|
|Amplitude A||Vec3, the strength of the effect on each axis.|
|Amplitude A Multiplier||Multiplier for the Amplitude.|
|Frequency A||Vec3, how off the effect will play in each axis.|
|Frequency A Multiplier||Multiplier for the Frequency.|
|Noise A Amplitude Multiplier||Add some noise to the amplitude value.|
|Noise A Frequency Multiplier||Add some noise to the frequency value.|
|Time Offset A||A some time offset.|
|Amplitude B||Vec3, the strength of the effect on each axis.|
|Amplitude B Multiplier||Multiplier for the Amplitude.|
|Frequency B||Vec3, how off the effect will play in each axis.|
|Frequency B Multiplier||Multiplier for the Frequency.|
|Noise B Amplitude Multiplier||Add some noise to the amplitude value.|
|Noise B Frequency Multiplier||Add some noise to the frequency value.|
|Time Offset B||A some time offset.|
|Random Seed||Apply some random variation to the noise.|