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View Full Version : How to make a/c camera positions?



Spilot69
October 10th, 2008, 10:37
I was wondering how to create or adjust aircraft camera positions for FSX when looking at external model? Can anyone help or tell me which points adjust what.

stiz
October 10th, 2008, 11:55
the camera definitions are kept in the aircraft.cfg under the [General] heading, heres a quick rundown of each line:

[CameraDefinition.x] the X must be the next number in the sequence
Title = "Right Wing" name of the view
Guid = {C690EAFD-223A-42d0-99E0-681ADF93BB59} not needed, just use the same line
Description = View from the right wing tip looking at the cockpit description of the view
Origin = Center where the veiw swings around, so centre is the centre of the aircraft
SnapPbhAdjust = Swivel allows the camera to pan
SnapPbhReturn = FALSE no idea, best left alone
PanPbhAdjust = Swivel allows the camera to pan
PanPbhReturn = FALSE no idea, best left alone
Track = None no idea, best left alone
ShowAxis = FALSE show the axis, best left alone
AllowZoom = TRUE allow zoom, TRUE or FALSE
InitialZoom = 1.0 initial zoom lever
ShowWeather = Yes show weather yes/no
InitialXyz = 9.0, 0.38, -1.5 camerea postion, first set of numbers move the camera postion port and starboard, minus numbers move it port, positive numbers move it starboard. Second set of numbers move it fore and aft, minus numbers are aft. Third set of numbers move it up and down, minus numbers are down
InitialPbh = 5, 0, 280 no idea, best left alone
XyzAdjust = TRUE allow eyepoint movement like in the vc
Category=Aircraft the category the view shows up when you right click
ClipMode=Minimum no idea, best left alone

EgoR64
October 10th, 2008, 12:12
:wavey:

Very Cool, Thanks Stiz - did not know this, never played with these. Can you have a Camera view in different location in the pit ??

It is Very similar with the Mission Cameras, the initialXYZ's do similar also there is a fourth Parm for Distance to the Object, Also you can strap the camera to an alternate static or moving object or AI. Pretty Slick !!

Cheers !!

stiz
October 10th, 2008, 13:14
yea you can, its pretty much the same, just make sure theres 3 numbers in the camera definition bit:

[CameraDefinition.001]
Title = "Front Seat"
Guid = {195EAB58-9E4A-4E2A-A34C-A8D9D948F078}
Origin = Virtual Cockpit
MomentumEffect = Yes g effect movement yes/no
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = YES
AllowZoom = TRUE
InitialZoom = .7
SmoothZoomTime = 2.0
ZoomPanScalar = 0.75
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=FALSE
Category = Cockpit
PitchPanRate=20 speed of up/down pan rate
HeadingPanRate=60 speed of left/right pan
InitialXyz=0.0, -0.1, 0.7
InitialPbh=0, 0, 0

familton
October 10th, 2008, 14:22
Hi. The p,b,h are the pitch, bank and heading in degrees. Pitch is -90° to +90° (+pitch is down). Bank is -180° to +180°. Heading is 0° to 360°. Regards, Bob.

CG_1976
October 10th, 2008, 14:47
Thank you Stiz for a great explaination of this camera definitions. Makes it easier for me to understand. Ive spent the last few days pouring through the SDK Documents. Been trying to move the camera view from the tail of my iris AT6 to the nose camera underneth the fuselage.

N332DW
October 10th, 2008, 16:04
the snap/pan Return entries define whether or not the view goes back to initial when the hat switch is released ,, the inital PBH entry defines the camera vector (which direction the camera initially points) from the initialxyz position . clipmode will make a surface invisible if you get too close to it, like putting your head thru a wall, minimum means you can get pretty close before clipping occurs