Motion 1.5
AnimateMotion (1.6)glTF Batch Exporter
  • Start here!
    • Changelog
    • Getting Started
      • Clone the pre-configured Motion Character
      • Create your own Motion Character
    • Modifying your Motion Character
  • Tutorials
    • Creating a custom ability
    • Add Footsteps to Motion
    • Add Surfaces to Motion
    • Retargeting Marketplace Characters
    • Using Metahumans
  • Core Components
    • Walk Component
    • Sprint Component
    • Jump Component
    • Crouch Component
    • Movement Sound Component
    • Motion Camera Component
  • Extra Components
    • Breath Component
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  1. Core Components

Motion Camera Component

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Last updated 1 year ago

The Motion Camera Component is a new addition that ships with Motion 1.5. It implements OnGetCameraView to provide the following functionality:

  • Collision detection and prevention to avoid camera clipping into geometry.

  • Camera Location & Rotation offset application based on curves and static offsets provided from other components.

Configuration

Variable
Description

Camera Target Offset

Defines the positional offset (Time) the camera should have at a given camera angle (Value). You can open the external curve that is linked by default and edit it while Play-In-Editor is running to see your changes in real-time!

Camera Minimum Distance to Obstacle if Obstructed

The distance (in units) the camera should have to an obstacle (usually a wall) that the camera cannot get closer to when it's being obstructed.

Camera Trace Distance to Obstacle

How far away (in units) the camera should "feel" (Ray Trace) if there is an obstacle in the way.

Camera Obstruction Smooth In Time

The amount of time the camera should use to move (if needed), if something is in the way. This is not instant to avoid sudden shifts in camera position.

Camera Obstruction Smooth Out Time

The amount of time the camera should use to move back, when something stopped being in the way of it. This is not instant to avoid sudden shifts in camera position.

View Pitch Min / Max

The Minimum / Maximum Pitch (moving camera up and down) the camera can be moved at. Useful to avoid the player to look down / up too much

Show Debug Information

If true, various useful variables will be printed on the screen to help with debugging.