3D Lingo Dictionary > C-D > camera |
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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
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