GameBlender tutorial.
Following an object with the camera in GameBlender.
Thème: this tutorial will teach you how to follow an object with the camera in GameBlender
Niveau: For all
1. Press CTRL-X to erase the scene or reload Blender.

2. We are going to work with a blend file done thanks to the first tutorial. Download it here !
Loaded, the file looks like this.

3. Putting the Empty
*Select the Cube, scale it with S, it must be bigger.
Grab the sphere and put it really near the ground.
Switch in view orthogonal 3 (press 3 then 5)
Select the current camera, delete it with X.
Place the cursor where you want the camera to be.

Switch view 7 and replace correctly the cursor.It's the cursor who will determinate the camera's place.

*Add an Empty then directly add a camera.

*Switch view 3
*You can zoom in the scene to see correctly the Sphere, the Empty and the camera. Like this:

*Select the camera, hold down SHIFT and select Empty.

*Press CTRL and P then press ENTER
It means that each time that the Empty will moves, it will moves the camera.
That's why we say that the Empty is the parent and the camera is the child (in this example of course)
The parent is ALWAYS the last object you selected.
This hierarchy works everywhere in Blender and GameBlender
3. Before selecting the Empty, select the camera and press CTRL-0 (zero) to make the default camera.
*Select now the empty only !!!

*Add a SENSORS, a CONTROLLERS and an ACTUATORS.
*Link them and configure ACTUATORS like this:
*Push on Edit Object and select Camera:

Result:

Don't forget to activate ACTOR because the Empty must move ! By choosing it, it do not allow it to crash in the wall while it is moving, like a lot of video games...
*Configure ACTUATORS and in the OB cell, write the name of the sphere, here, 'Sphere'
**TIPS: Be carefull, don't forget any 'majuscules'. I don't know how we say.
It means that in Blender, 'Sphere' is different of 'sphere'
*Set the Height to your wish
*Set the Min at your need
*Set the Max at your need
Min is the smallest distance between the camera and the object.
Max is the farest distance between the camera and the object.
Result:

Those values seems to be a good compromise.
X and Y in ACTUATORS are used to know on wich axis the camera will move to follow the object.
Press the magic button P.
That's marvellous isn't it ?
Here you can download the final file
Dell'Aiera PoL - Copyright 2000
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