MARKER
A/Stand - standing NPC
A/SitLow - a sitting NPC
the player’s approach to the npc is P—> P2 (approximate distance 0.55)
P/Stand
P2/Stand
…Main cameras…
AC2/Camera - the player’s approach and appeal to the NPC - (a look at the NPC)
PCO/Camera - the NPC’s response - (a look at the player)
ACOH/Camera - the NPC’s suggestion - (a look at the npc)
WFC/Camera - information output - (rumor, mission, etc.)
PCS/Camera - the answer/player’s refusal - (a glance at the player)
ACS/Camera - NPC’s suggestion to visit next time - (a glance at the NPC)
Card check:
PCU/Camera - the player takes out the card - (look at the player)
ACU/Camera - NPC checks the card - (a glance at the npc with the transition to ACS/Camera)
…Non-main cameras…
PC2/Camera - A two-person player camera??? Side view of both people. You should focus more on Irok than on NPCs.
TCI/Camera - It looks like this is the angle where Trent reaches into his pants pocket to get a credit card. We hardly see this angle.
ACOL/Camera - ???
Move and turning the camera:
Equipment dealer
entity_name=“Camera_Track_1”
entity_name=“Camera_Track_2”
Goods and ships dealers
entity_name=“Camera_Trader_Wide”
entity_name=“Camera_Ship_Wide” or “Camera_wide”,
Ship dealer (in a separate script)
entity_name=“Camera_wide”
…
Calculating the matrix:
I do this with 2 programs. In HardCMP, I calculate the coordinates and angle of rotation of NPCs and cameras visually. Next, in the MatrixCalc program, I calculate their rotation angle matrix.
!!!Just keep in mind that the programs use different coordinate systems.
HardCMP
Camera viewing direction - Z axis
Axis Y - up , down
Axis Z - left, right
MatrixCalc
RotX : - up, down
RotY: - left, right
Program MatrixCalc