| Inertion | Defines how fast the camera follows the target, lower values will result in slow movement. |
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Preview | Model | The target model preview to help select a bone. |
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Bone | Specifies the target bone to lock the camera to. |
Camera Limits | Yaw | The angle range where the player can affect the camera yaw while locked. |
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Pitch | The angle range where the player can affect the camera pitch while locked. |
Yaw Soft Zone Size | Percent of the yaw soft zone. 1 is 100% and covers all yaw limits, 0.1 is 10% – two 5% zones near yaw limit edges. |
Pitch Soft Zone Size | Percent of the pitch soft zone. 1 is 100% and covers all pitch limit, 0.1 is 10% – two 5% zones near pitch limit edges. |
Softness | The factor of extra camera inertia in the soft zone, larger values result in more inertia. |
Enable Soft Limits | Enables the soft zone. The soft zone is zone near edges of yaw/pitch range. E.g. -yaw_max, -soft_zone_max, 0, soft_zone_max, yaw_max. In this zone, the camera rotation has extra inertia if it rotates away from the locked target, i.e tries to leave camera limits. |
Return Camera | Delay | After this delay, the camera returns to the locked target. |
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Angle | If this value is set and the camera is outside of this angle, the camera tries to return to the locked target. |
Only If No Input | If enabled, the camera returns to the locked target after there is no new input and the Delay has passed, otherwise only after the Delay is passed. |
Limits Blend Time | Time in seconds to blend with the previous camera's locking parameters (Yaw, Yaw Soft Zone Size, Pitch, Pitch Soft Zone Size, Softness). |
AS Blend Time | Time to blend the camera rotation with the rotation from the animated camera locator. |
Advanced | Rotate To Target | Smoothly rotates to the target on locking (instead of instant rotation). |
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Rotate Precisely | More precise target locking. |
Remove Attach On | On unlocking, this resets the camera attach params. |
Forbid Xform Rotation | If enabled, the body rotation doesn't change. |
Use Bone Angles | If locked on self, the camera angles are taken from the animated camera locator. |