Leadwerks Game Engine

Leadwerks Game Engine

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Camera Dolly
   
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Type: Script
File Size
Posted
Updated
3.102 KB
1 Mar, 2015 @ 6:46am
5 Apr, 2015 @ 12:44pm
3 Change Notes ( view )

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Camera Dolly

Description
Camera Dolly Script.
Lets you animate Camera Movement along a Spline.

The script can be found in "Scripts/Objects/Cameras/CamDolly.lua"

For Spline Points add Pivots or Cameras as childs to the Camera and name them p# where # is a number starting from 0.
The Camera itself is considered the Starting Point.

Please note that only one Camera should be active at a time. so you need to hide the Camera when it should not be active. (cameras as childs are hidden automatically at start)
Leadwerks should have the Camera displaying on screen that was last enabled.

Calling the Disable Input in the Flowgraph hides the Camera. See Screenshots for 2 simple examples.

add the CamDollyEvent.lua script to a child and add it to the flowgraph to be able to call a flowgraph input when the camera reaches that pivot/camera.
6 Comments
CravenCoyote 13 May, 2023 @ 10:44am 
I'm subscribed to this, but it doesn't seem to be downloading in Leadwerks.
I also can't seem to find it in the Leadwerks Workshop any longer - only here in the Steam Workshop.

Do you know if there's any way in which it can be downloaded? Do you still have the script files saved anywhere, perhaps?
Uppercase @  [author] 5 Apr, 2015 @ 12:12pm 
indeed. thanks Olby. the table starts at 1 and not at 0. Will fix that.
Olby 5 Apr, 2015 @ 3:52am 
Very nice script, thanks. I found a tiny error. If "loop" is enabled it will crash with nil index. Change the lines 211 and 217 to: self.currentStep = 1. Now it will loop properly.
One two 6 Mar, 2015 @ 2:12am 
nice
Uppercase @  [author] 2 Mar, 2015 @ 12:39am 
it uses the Catmull-Rom-Spline. It is really easy to modify to work in 3D space.

I had trouble with floating point imprecision when i wanted to have the camera speed independend of the calculatet steps of the spline.

So currently the speed is directly connected to how many steps are calculated.
But i think it still works nicely.
nick.ace 1 Mar, 2015 @ 7:40pm 
Very cool! I'm just curious, but how are you computing the spline?