Flyby Cameras for Dummies
By George
Maciver
I'm going to show you how to set up a flyby
camera sequence step by step. The flyby I'm going to use is
from the first level of Jungle Ruins. You can watch this
flyby cam sequence by Raider X here:
http://uk.youtube.com/watch?v=NpKrCdPPHzg
The first thing you have to do is place all your cameras so
place a series of flyby cameras along the route you wish
your flyby to fly. If you place cameras close together, your
flyby will move slowly. If you place them far apart, your
flyby will move quickly. Try to have your flyby sequence fly
smoothly. This is something you can have fun learning how to
do.
Here are the cameras as placed in the Jungle Ruins flyby.
The first two cameras are down by the roots of the tree.

Camera 3 is on its own in this room as the
flyby sequence is going up and the room is only 4 clicks
high. Cams 1 and 2 are directly below and Cams 4, 5 and 6
are in the room above.


Cam 7 is on its own at the top of the
waterfall.

Cams 8 and 9 go straight up to join with cam
10 in the top room. Cam 11 heads in towards Lara and then
swings out to cam 12, the final cam in the sequence.


Flyby cams can be moved around in the map
using the floor + and - keys and by using Ctrl and the arrow
keys. You change a flyby cams viewpoints (left, right, up
and down) by using the Alt key and arrow keys.
When you've placed your cameras roughly where you want them,
it's time to place the flyby camera sequence trigger. Bring
up the first camera's OCB box by highlighting the camera and
pressing the letter O key. It will look like this.

The sequence box (Seq) is the number
of the flyby cam. Each flyby cameras sequence must have its
own sequence number. All 12 cameras in this flyby will be
numbered 1. This tells the editor to 'fly' along all the
cameras in sequence 1 and it won't go to any other cameras
in any other sequences.
The Number box (Num) is the numbers of the cameras
within each sequence. All the cameras within sequence 1 must
be numbered from 1 to 12 individually. This tells the Editor
to 'fly' along each camera in turn through sequence 1.
The Timer box is used for making a camera pause or
for jumping instantaneously to cameras somewhere else in
your level. More on this later.
The Speed box is for speeding up flyby cams. You can
enter values from 1 to 3, 3 being the fastest. However, it's
easier to place camera's further apart if you want them to
speed up as you use less cameras that way. Try it and see!
The Roll box is for making your cameras bank like an
aircraft from left to right, or from port to starboard if
you prefer. The highest value you should enter here is 180
which equates to half a turn and will make your flyby fly
upside down. Minus values are used here to bank one way and
positive values to bank the other.
The Field of View (FoV) box is for distorting camera
angles and can be used to devastating effect if used
properly.
The OCB boxes all do different jobs as described in this
table.

0 tells the
Editor to snap to the first camera in the sequence. If you
don't press this, the flyby will start from the normal
camera view behind Lara.
6 tells the Editor to snap back to Lara after the
sequence ends.
9 and 10 disable the look break out function
and Lara's controls while the flyby is running.
When placing this trigger it is important to also hit the
One Shot button, otherwise your camera will loop over and
over again and you won't be able to break out of it.

Now you have to go through each of the
cameras in turn, opening their OCB boxes by hitting the
letter O key and entering the cameras number in the flyby
sequence in the Num box. Here you can see this for
the second and third cameras. You must do this for all of
them. There is no need to press any of the OCB boxes in any
of these other cameras.


If you check camera 7 you'll see that the
Roll box has a value of 20 typed in which makes the camera
bank or roll. This is the camera right on top of the
waterfall so you can see how the camera is affected by this
value by watching the video.

The last job we're going to do is to make the
final camera 'hold' for a few seconds before it snaps back
to Lara. This is done by pressing the 8 OCB button
and entering a value in the Timer field. You can see
from the YouTube video that a value of 500 holds the camera
for a couple of seconds. You can make cameras hold for much
longer and enter values well into the tens of thousands.

A Few Other Points
Flyby cameras can trigger heavy triggers. The
heavy trigger must be placed directly below the camera on
the floor of the lowest room. Also, you must press the 14
OCB button or the heavy trigger will not work.

When jumping to a flyby cam in another part
of your level, you must type the number of the camera in the
Timer box. For example, if a flyby runs through 6
cameras numbered 1-6 and then jumps to camera 7, type 7 in
the timer field of camera 6 and press the 7 OCB button.

Sometimes this method won't work and you have
to place a dummy camera. In that case you would jump from
camera 6 to camera 8 and type an 8 in camera 6's Timer field
and press the 7 OCB button.
You can only do two jumps like this in one camera sequence
as far as I'm aware and it can be fiddly to set up and get
working so try to avoid it if you can.
For more information see this addtional tutorial by Uvavoo:
http://www.skribblerz.com/flybycams.htm
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