3D Lingo Dictionary > C-D > camera

 

camera

Syntax

member(whichCastMember).camera(whichCamera)
member(whichCastMember).camera[index]
member(whichCastMember).camera(whichCamera).whichCameraProperty
member(whichCastMember).camera[index].whichCameraProperty
sprite(whichSprite).camera{(index)}
sprite(whichSprite).camera{(index)}.whichCameraProperty

Description

3D element; an object at a vector position from which the 3D world is viewed.

Each sprite has a list of cameras. The view from each camera in the list is displayed on top of the view from camera with lower index positions. You can set the rect property of each camera to display multiple views within the sprite.

Cameras are stored in the camera palette of the cast member. Use the newCamera and deleteCamera commands to create and delete cameras in a 3D cast member.

The camera property of a sprite is the first camera in the list of cameras of the sprite. The camera referred to by sprite(whichSprite).camera is the same as sprite(whichSprite).camera(1). Use the addCamera and deleteCamera commands to build the list of cameras in a 3D sprite.

See 3D Lingo by Feature for a complete list of camera properties and commands.

Examples

This statement sets the camera of sprite 1 to the camera named TreeCam of the cast member named Picnic.

sprite(1).camera = member("Picnic").camera("TreeCam")

This statement sets the camera of sprite 1 to camera 2 of the cast member named Picnic.

sprite(1).camera = member("Picnic").camera[2]

See also

backdrop, overlay, modelUnderLoc, spriteSpaceToWorldSpace, fog, clearAtRender