![]() This mode ignores the orientation vector. Static aiming does not change, and therefore ignores the dampening request.Īt Car – This mode aims the camera directly at the focus car, so the car is always in the center of the display. And static cameras set the orientation relative to the world coordinates. Chase, chopper, and blimp cameras are all relative to the platform that the camera is mounted to. ![]() On car cameras set this orientation relative to the car frame. This vector is made up of Yaw (side to side), pitch (up and down) and Role (rotation). Static – Static aiming aims the camera in a fixed direction using the orient vector. In addition dampening can be turned on to add in some error to the positioning and make things appear more natural, like a human operator is controlling the camera. Aim statically in a fixed direction, aim at a focus car, and aim at a group of cars. There are three aiming modes for the camera. This has to be the case since the camera is attached to the focus car and all other aiming styles require a focus car to aim at. Oncar cameras force the aiming to be static relative to the chassis. Position is relative to the center of the car, so a position of is the center of the car. As the car moves, the on car cameras move in perfect step with the car. OnCar – The on car cameras are fixed to the frame of the car, in the same way the static cameras are fixed to the track. ![]() This allows the camera to visualize the vertical motion of the car since the track will remain stationary as the car bounces up and down. ![]() In addition this camera forces the lens to always aim at a fixed point above the track, close to the center of the focus car. The chase camera can be set to any angle relative to the focus car, and any height above the track surface. But it is oriented relative to the direction of travel of the focus car (not the direction the chassis is aiming), and it is locked to a fixed height above the track surface. The chopper will try to maintain the requested distance and height but will drift from the target as the speed and direction of the target car changes.Ĭhase – A chase camera orients itself a fixed distance (using the offset vector) from the focus car. Position sets the target height and distance from the car, but the Y axis is completely ignored, and the X axis is fixed to always be a negative offset. The blimps position is a function of radius/speed/ and the current time since the simulator started.Ĭhopper – The chopper camera is dragged behind the car, using a spring/damper mechanism to allow it to wander a bit off course. And finally Blimp velocity sets the speed of the blimp in meters/second. The Blimp radius sets the size of the circle the blimp will travel. Offset sets the center of the radius and the height of the blimp from the ground. Offset sets the position and height of the camera in meters, relative to some arbitrary point near the center of the track.īlimp – A blimp camera does a circle around the track, by default it centers itself over the track and sets its radius to be just smaller than the widest part of the track. Let’s break each one down in turn.įixed – fixed cameras are statically placed in the world, they do not move from frame to frame. Statically placed in a fixed spot along the track, positioned relative to the center of the focus car, positioned relative to the car but not fixed to the chassis of the car (the chase and chopper cameras fit this description), or fixed on an independent motion like with the blimp camera. There are four ways in which the cameras can be positioned.
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