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Derniers messages - Page 645

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EverthangForever
Inscrit en Oct 2009
4453 message(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tout sur iStripper
28 October 2020, 5038 réponses
@smith2
The convention for default sprite hotspot settings for a 3D camera is located different to a 2D camera.
The hotspot position of a sprite may be considered to be the point around which all axes of the sprite rotate or move in 3D space. Note that: Clipsprite nodes posess no hotspot parameter.
ie: So for your dream.scn, the camera & the sprites' pos for a screen center positioned 3D Camera for example when camera pos: is 0, 0, Z is as shown below:


//-------------------------------------------------

camera {
type: 3D
pos: 0, 0, 1300 //camera x & y position is screen centered,
// z (view distance) placed 1300 pixels back here to accomodate background

//-------------------------------------------------


sprite {
size: 1920, 1080, 0
source: background
pos: 0, 0, 0
hotspot: 0.5, 0.5 // note: 3D sprites hotspot convention
//is different than your 2D sprites default setting
blend: true
}

clipSprite {
pos: 0, -660, 100
rot: 0, 0, 0
standingHeight: 900
scale: -1, 1, 1
source: Clip
opacity: 0.75
color: 0.18, 0.12, 0.66
material: true
}


sprite {
size: 1920, 1080, 0
source: mask
pos: 0, 0, 0
hotspot: 0.5, 0.5 // center screen across & center screen down which
// is different than your 2D sprites default (no hotspot shown) setting
blend: true
}

clipSprite {
pos: 425, 425, 100 //added a z axis setting
rot: 0, 0, 30
standingHeight: 345
scale: -1, 1, 1
source: Clip2
material: true
}

clipSprite {
pos: -300, 450, 100 //added a z axis setting
rot: 0, 0, -12
standingHeight: 400 //adjusted size
scale: -1, 1, 1
source: Clip3
material: true
}

}

//-------------------------------------------------
The difference in 2D and 3D sprite hotspot settings was explained by @Wyldanimal a long time ago in the tutorial thread. Unfortunately I cannot find that reference easily using the forum posts search function.

The benefit of using 3D camera is that for instance, in Smith2-stargate-Multiunivers:
you could easily animate zoom (z) the camera view right into the stargate and back while automatically adjusting all correcting angles and proportions of the surrounding objects, without having to animate them individually.