Cale Vinson
07-11-2010, 11:21 AM
I'm going to continue to pretend that there is someone here interested in Blue Mars apart from myself. :)
The following is from a post to the Caledonia mailing-list, I hope people won't mind too much that I didn't redraft it.
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As part of my ongoing Blue Mars training program, I've managed to get a scripted-camera working that works in a similar way to the SL camera. I'm calling it a "Focal Camera" (FC).
When logged into Blue Mars, hitting space toggles you between the standard AR camera, and the FC (I toggle back and forwards a few times at the start of the youtube below). The standard UI is hidden whilst in FC mode.
In FC mode, a left click on a solid object immediately points the camera at that object. Note - Caledon trees are not solid. :-) Dragging with the right mouse held down changes your pitch and/or yaw as you rotate around the selected focal-point. Holding shift whilst right-dragging zooms you towards and away from the focal-point.
Demo video: http://www.youtube.com/watch?v=XwdYutBLwiM
Caveats: The focal-point is set by a ray-intersection with the world, so you pick up collisions between the ray and *physics-proxy* for the object you've hit, rather than the graphical representation of the object. Objects can disappear if you zoom in too close to them.
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Without wanting to to get too carried away, as a scripter I think this current project demonstrates a number of nice features of Blue Mars, particularly compared to SL.
a) We have a ray-collision function! (Yes, I gather that SL recently introduced one on the test-grid, but it should have been available years ago.)
b) We have complete access to to user mouse-and-keyboard input. We can monitor any and all keys as we like, and we know where on the screen the mouse is at all times.
c) The consequence of (a) and (b) is that we can build pretty much any sort of camera we want. Which is very much not the case in SL. If people cry "the camera in BM sucks" (as some have), my argument would be that the camera should be seen as UGC like anything else, and subject to improvement over time like any other element of UGC. Personally, I'd much rather have the tools available to craft our own systems, than having no choice beyond the options provided by the VW company .....
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And for the SC2 audience, my standard disclaimer applies. Yes, I'm rather excited by the relatively low-level and complete access we have to at least some of the components of Blue Mars, but I know there are still many show-stopper issues for a lot of people (eg., the pg-13 rating) which no amount of technical wizardry will overcome. And that's cool too. :)
The following is from a post to the Caledonia mailing-list, I hope people won't mind too much that I didn't redraft it.
================================================== =====
As part of my ongoing Blue Mars training program, I've managed to get a scripted-camera working that works in a similar way to the SL camera. I'm calling it a "Focal Camera" (FC).
When logged into Blue Mars, hitting space toggles you between the standard AR camera, and the FC (I toggle back and forwards a few times at the start of the youtube below). The standard UI is hidden whilst in FC mode.
In FC mode, a left click on a solid object immediately points the camera at that object. Note - Caledon trees are not solid. :-) Dragging with the right mouse held down changes your pitch and/or yaw as you rotate around the selected focal-point. Holding shift whilst right-dragging zooms you towards and away from the focal-point.
Demo video: http://www.youtube.com/watch?v=XwdYutBLwiM
Caveats: The focal-point is set by a ray-intersection with the world, so you pick up collisions between the ray and *physics-proxy* for the object you've hit, rather than the graphical representation of the object. Objects can disappear if you zoom in too close to them.
-------
Without wanting to to get too carried away, as a scripter I think this current project demonstrates a number of nice features of Blue Mars, particularly compared to SL.
a) We have a ray-collision function! (Yes, I gather that SL recently introduced one on the test-grid, but it should have been available years ago.)
b) We have complete access to to user mouse-and-keyboard input. We can monitor any and all keys as we like, and we know where on the screen the mouse is at all times.
c) The consequence of (a) and (b) is that we can build pretty much any sort of camera we want. Which is very much not the case in SL. If people cry "the camera in BM sucks" (as some have), my argument would be that the camera should be seen as UGC like anything else, and subject to improvement over time like any other element of UGC. Personally, I'd much rather have the tools available to craft our own systems, than having no choice beyond the options provided by the VW company .....
================================================== ======
And for the SC2 audience, my standard disclaimer applies. Yes, I'm rather excited by the relatively low-level and complete access we have to at least some of the components of Blue Mars, but I know there are still many show-stopper issues for a lot of people (eg., the pg-13 rating) which no amount of technical wizardry will overcome. And that's cool too. :)