Angled Camera

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Angled Camera

Postby semerien » Sun Feb 15, 2015 3:02 am

Angled Camera



Description - The Angled Camera captures the action from an overhead angle. This will give you a 3D fixed perspective from most angles. As with most camera's, flying characters will only be able to hover but super jump and web swinging will still function normally.

Properties:
Start Transition - (Cut/Swing/Fade) This is the transition that will occur when the camera is first activated.
.....Cut will go immediately to this camera view.
.....Swing will swing the camera between the current view and this camera's view.
.....Fade will fade between the current view and the camera's view.

Use Defined Duration -(on/off) If off this camera will remain active until you deactivate it. If this option is on, the Display Duration time will be used and when this time is up the camera will automatically deactivate itself.
Display Duration - (1-10s) This option sets how long the camera will remain active if Use Defined Duration is turned on.
Camera Type - (Follow/Stationary) This option sets how the camera will move.
.....Follow - Setting the camera to follow means the camera will stay at the same distance/angle from the triggering actor and follow wherever the target goes.
.....Stationary - Setting the camera to focus means the camera will not move from it's original point of view even if the triggering actor leaves the screen.

End Transition - (Cut/Swing/Fade) This is the transition that will occur when the camera is deactivated. *See Start Transition for more detail.
Player Viewport - (All Players/Player 1,2,3,4/Triggering Player) This option determines what player will be seeing from this camera's viewpoint.
.....All Players - This option ensures all players in the toybox will have their viewpoint changed to this camera.
.....Player 1,2,3,4 - This option ensures that the specified player is the only one who will have their viewpoint changed to this camera.
.....Triggering Player - This option ensures that the player who triggered this camera is the only player who will have their viewpoint changed to this camera.

Glow Through - (on/off) Setting this option to off means that if a player disappears behind an object, you will no longer see their silhouette glowing through the object.

Inputs:
Activate - This will turn the camera on and change the viewpoint of the selected player.
Deactivate - This will turn the camera off and return the player's viewport normal viewpoint. (Or to another still active camera)

Outputs:
Activated - This will send a trigger when the camera is first activated.
Deactivated - This will send a trigger when the camera is deactivated.
 
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Re: Angled Camera

Postby thebaroness89 » Mon Feb 16, 2015 12:36 am

For some reason when I use the angled camera I get a frame rate issue on the game. So I just use a Target camera well positioned - is anybody else having a problem with the Target camera ?
 
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