How to Camera Manipulation

Posted on

Camera manipulation is the situation where you use the camera of the player to create the unique effects such as cut scenes, flashbacks and much more. The best thing about it thought is that it is easier than it seems.

How to camera manipulation? Here are all the things that you have to follow. The first thing that you have to do is to get the camera. Fortunately, there is more than one way to get the camera. In some cases, getting the camera of the players is probably the most complicated part of the camera manipulation. In order to do so, you will have to access the CurrentCamera, that is only available through the LcoalScript. Now, the easiest method to have the normal script into the player without using the gui is to have the normal script with the LocalScript inside it. Then, you will clone the LocalSciprt out of the normal script and put it into the character of the player.


Apparently, the LocalScript can also be placed in the StarterGui or StarterPack instead of using the code above to insert one during the game time. Then, the LocalScript will go into the character every time they respawn. After the Localscript is in he player, you have to grab the camera. Due to the fact that it is the LocalScript, you can use the CurrentCamera that will give you the players camera by simply doing workspace.CurrentCamera. in the end, you can take control of the camera and manipulate it to your will.

After you have the camera, it is time for you to know how to use it. For your information, the camera object has four properties you need to worry about. Those are CameraSubject, CamerType, CoordinateFrame and Focus. The CameraSubject is the name of the brick that camera will follow. This one will make the camera be attached to Part. The CameraType defines how the camera will be allowed to be manipulated by the player. Please remember that this one is the enum and you are able to CameraType. It will make the camera attached to the CameraSubject. The CoordinateFrame is known as the CFrame position of the camera. If you have a hard time remembering that it is CFrame not Vector3, do not forget that the CFrame means CoordinateFrame. This one will make the camera go to 10,10,10. The Focus will set the position the camera is looking towards. You are also able to do this with CoordinateFrame by using lookVector. However, with the Focus if the CamerSubject is defined it will point from the position of the CameraSubject to the CFrame identified. This one will make the camera look at 20,3,2.

Once you know how to use the camera, it is your turn to start creating some special effects. In the last step, you have to fix the camera once you are done. All the things will go smoothly if you practice a lot. Please keep on practicing to make everything perfect.

Leave a Reply

Your email address will not be published. Required fields are marked *