Replies: 4 comments 5 replies
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Getting the values from the nuanmb is the easy part. The harder part is that ssbh_wgpu, the camera editor, and the nuanmb files all use different representations for the camera transformations. The nuanmb files use transform tracks for the camera, but they work a little differently than bone transforms. I already have test data from some in game testing for Cross Mod from a while ago. I don't expect users to want to edit quaternion values, so I'll need to experiment with decomposing the camera transforms into euler angles for display in the camera editor. |
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Is this implemented for stages that use Camera Animation like Skyloft, Wuhu Island, Mario Circuit Wii U? |
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Hi SMG, to refrain from me making a potentially unnecessary standalone duplicate post - would it be possible to add a rotating camera function to show off/preview a character mod with a parameter setting for "speed of camera rotation" and "height of camera position"? I would love to add some SSBH previews for my portfolio or mod showcase previews. |
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Camera animations have been implemented and will be included in the next release (0.9.0). |
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I was taking a look at some camera animation files and it seems that it includes near_clip, FOV, far_clip. I think the first step to implementing camera animation would be to have the NUANMB override those values. I included Kazuya's camera animations for you to look through.
demon_camera.zip
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