Camera moves

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Rman Virgil
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Re: Camera moves

Post by Rman Virgil »

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That would make a big diff in usefull footage. :)

Also for Vtol speed-bump footage. Going from sea level up and over cliff face elevation with a smoother transition. Some lovely shots with that. :3
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Emdek
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Re: Camera moves

Post by Emdek »

aubergine wrote:@Emdek: I don't see how it's opening pandoras box, or how it could cause security issues.
Exposing too much surely is security issue, starting from mischievous addons that could make UI not usable (like removing essential UI controls or cluttering it so much that it becomes unresponsive etc.) to full blown attacks on user file system (depending how much will be exposed and if there will be holes in exposed "safe" APIs allowing to small scale permissions escalation).
Yes, this is "dark" scenario but such things must be also considered. :-)
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aubergine
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Re: Camera moves

Post by aubergine »

@Emdek: Ah, I didn't realise you were referring to the GUI stuff. Yes, there will need to be some limits as to what GUI functionality exposed to JS API. We certainly wouldn't want anything in the GUI functions that allows access to file system (unless massively restricted).

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I've posted details of my revised ponder in the wiki - quite a lot of functions, but stuff like ability to listen to changes in game object properties is no longer required:

https://warzone.atlassian.net/wiki/disp ... era+ponder
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Rman Virgil
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Re: Camera moves

Post by Rman Virgil »

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That is a thoroughly detailed breakdown. Well done. :3

You may find this SL slide show of 51 slides of interest.... especially starting with slide 16: Keyboard / Mouse shortcuts for camera function controls:

http://www.slideshare.net/pia/machinima ... econd-life

Obviously there is overlap with current gameplay shortcuts which may suggest an added pref check in the UI for "Machinima Camera Mode".

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Last edited by Rman Virgil on 14 Jan 2013, 14:02, edited 1 time in total.
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Impact = C x (R + E + A + T + E)

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