#author("2024-03-14T18:47:20+09:00","default:admin","admin")
#author("2024-03-15T09:49:47+09:00","default:admin","admin")
*Camera Tool[#b55c55a3]
The Camera Tool allows you to create cameras while moving around maps, as well as camera effects for events, battles, and conversation scenes.

#ref(./CameraTool.png,50%)
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#Contents
**Camera Types that can be Configured [#ca316ee9]
The cameras that can be configured with this tool are categorized into the following types:
***Standard Cameras [#p139ee12]
Default camera specification to be used while moving around maps.
If no other camera is created in the map event camera, this camera will be applied.

***Battle Cameras [#c7d1efb9]
This camera is used for various scenes during battles.
- A set of cameras must be specified for the following scenes:
|Start|This is the camera work at the start of the battle.|
|Standby|This is camera work in standby situations, such as when entering commands.|
|Attack|This is the camera work used during a normal attack.|
|Use Skill|This is the camera work when magic or skills are used.|
|Use Item|This is the camera work when the item is used.|
|Results|This is the camera work on the result screen at the end of the battle.|

-The battle camera set used can be switched by an event.
Please read the section of [[Switch Battle Camera Sets:https://rpgbakin.com/pukiwiki_en/?Cameras#rafd0126]] panel.

***Conversation Scene Camera [#o1eb51a5]
This camera is used for the casts that appear on the left and right sides of the screen when displaying conversations during events.
The spacing and angle of the left and right casts can be adjusted.
You can specify Post-Effects that are separate from the Post-Effects for the map.

- The conversation scene camera used can be switched depending on the event.
Please see the [[Switch Conversation Scene Camera:https://rpgbakin.com/pukiwiki/?%E3%82%AB%E3%83%A1%E3%83%A9#od429ea4]] panel.

***Map Event Camera [#x151dbef]
The camera used on each map created in the Map Editor.
The default camera on each map can be set in [[Map Settings Palette>Basic Tab:https://rpgbakin.com/pukiwiki_en/?Map+Settings+Palette#pfac834d]].


- The map event camera used can be switched depending on the event.
See the [[Camera Settings:https://rpgbakin.com/pukiwiki_en/?Cameras#cf0b4918]] panel.



**Camera Tool Setting Options [#o1f78501]
***''Camera List'' [#d93f1ad3]
This is a list of cameras that have been created.
You can add, copy, delete, and so on for cameras.
#ref(./CameraTool_CameraList.png,80%)
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-''Add Button''
Select the folder of the map you want to create and press the button to add a camera work.
The method of adding cameras differs depending on the camera type. Refer to "How to Add Each Camera Type" below.


-''Copy Button''
Copy the selection.

-''Paste Button''
Paste the copied selection.

-''Trash Button''
Delete the selection. ("Default" cannot be deleted.)

***How to Add Each Camera Type [#l963fb1c]
The method of adding a new camera differs for each camera type.
- Default Camera
Default cameras cannot be added.

- Battle Cameras
With the "Battle" folder selected in the list, press the "Add" button to add a new battle camera set.

- Conversation Scene Cameras
A new camera can be added by pressing the "Add" button with the "Conversation Scene" folder in the list or a camera in the "Conversation Scene" folder selected.

- Map Event Cameras
A folder corresponding to each map created in the Map Editor is automatically generated in the list.
A default camera is automatically assigned to each map folder.
You can add a new camera by pressing the Add button in the list with the camera selected in the map folder or the folder.
You can reorder cameras by dragging them in the camera list and within each map folder, but you cannot move them across map folders.
#ref(各マップ.png)
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***Context Menu [#vbad6c6c]
Right-click in the camera list to view.
#ref(./Canera Tool List Right.png,80%)
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-''Cut''
Cut out the selection.

-''Copy''
Copy the selection.

-''Paste''
Paste the cut and copied selection.

-''Overwrite and Paste in this Section''
Paste the contents of the copied camera into the selected camera.

**Camera Preview [#y2ef73b6]
This is the preview screen of the camera being created.
Some functions of the preview screen differ depending on the camera type.
The function switches according to the camera currently selected in the camera list.

***Preview for Default and Map Event Cameras [#h2f43b30]
#ref(./CameraTool_Preview.png,70%)
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-''Preview Screen''
To operate the camera, drag the right mouse button to rotate and move the camera, drag the middle mouse button to Z-parallelize, and Alt + middle mouse button to Y-parallelize.

-''Load from Presets''
Call up the camera presets.
#ref(./Load from Presets.png,80%)
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-''Edit the Source Camera''
If "Use Other Camera" is specified in the basic settings, jump to that camera work.

-''Edit Rendering Settings''
You can edit the rendering settings for the map you are viewing in the preview.
The edited results are reflected on the map.

-''Post-Effects''
Turns on/off the post-effects specified in the Rendering Settings.

***Preview for Battle Cameras [#ufe59e87]
#ref(./Preview_BattleCamera.png,70%)
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-''Load from Presets''
Call up the battle camera presets.
#ref(./Presets_BattleCamera.png,70%)
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|Battle Camera A|Side View|This is a battle camera preset based on the side view. (default setting)|
|Battle Camera B|Quarter View|This is a battle camera preset based on the quarter view.|
|Battle Camera C|Back View|This is a battle camera preset based on the back view.|
|Battle Camera D|Stylish|This is a stylish battle camera preset with slightly intense camera work.|
|Battle Camera E|Side View 2|This is a battle camera preset based on the side view for the Battle Plug-in Sample project.|
|Battle Camera F|Back View 2|This is a battle camera preset based on the back view for the Battle Plug-in Sample project.|

-''Switch Maps for Preview''
It can only be specified with battle camera types and can be toggled to preview the map.
The order of the enemies placed in the preview reflects the battle layout specified for that map.
See the [[Map Settings Palette>Enemy Distribution Tab:https://rpgbakin.com/pukiwiki_en/?Map+Settings+Palette#ye15ba1e]].

-''Edit Rendering Settings''
You can edit the Rendering Settings for the map you are viewing in the preview.
The edited results are reflected on the map.

-''Post-Effects''
Turn on/off the post-effects specified in the Rendering Settings.

-''Play with Effects(When the battle camera "Use Skill" is selected)''
Call effects registered in the database and test their playback.

***Preview for Conversation Scene Cameras [#pe434bf7]
#ref(./Preview_ConversationCamera.png,70%)
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-''Load from Presets''
Load a preset conversation scene camera.
#ref(./Presets_ConversationCamera.png,70%)
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-''Switch Left/Right Cast''
Assign a cast to be displayed on the left/right side of the screen for preview from the 3D/2D stamp.

-''Edit Rendering Settings''
You can edit the Rendering Settings to be used with this conversation camera.
The rendering settings for the conversation scene can be specified separately from the map on which the conversation occurs.

-''Post-Effects''
Turn on/off the post-effects specified in the Rendering Settings.

**Timeline [#nca69e9f]
#ref(./CameraTool_Timeline.png,80%)
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-''Add Frame Button''
Add a frame before the currently selected frame.

-''Copy Button''
Copy the frame.

-''Paste Button''
Paste the frame.

-''Delete Button''
Delete the frame.

-''Undo Button''
Undo one frame edit.

-''Redo Button''
Redo one frame edit.

-''Play''
Play frames.

-''Stop''
Stop playback.

-''Time Scrub Bar''
Drag to move the frame.

-''Start Frame''
Enter the number of frames to start that frame.
The (sec) field above the Start Frame is the number of frames converted to seconds.

-''Frame Number''
Specify how many frames of that frame are to be displayed.
The transition is made to the next frame over the number of frames specified here.
If there is frame A (60f frames), followed by frame B, the camera starts with the camera specified for frame A and transitions to frame B over 60f.

-''Info''
The information about the camera's position in the frame.
The value specified in "Change Information" on the right side of the Camera Tool will be entered.

**Basic Settings [#g27f447b]
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#ref(./CameraTool_Basic_Settings.png,80%)
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-''Use Other Camera''
Select this option if you want to use other camera work as is.
Please note that camera work with this setting will not appear in the same section for other cameras.

-''Use Loop''
Specify whether or not to loop playback.

-''LPF Type''
The LPF (low-pass filter) is an effect that allows the camera to slowly follow the gazing point coordinates and also works to prevent camera shake.
This option allows you to set the coordinate value information (height, XZ) to which LPF will be applied.

-''Orthographic Projection''
If turned on, the projection method of this camera is switched to orthographic projection.
Orthographic projection eliminates the difference in object visibility due to perspective.
This projection method is suitable for use when creating 2D games.

-''Interpolation Time from Previous Camera (sec)''
Specify the time it takes for this camera to change from the previous camera to this camera when it is played back.
For example, if "1" is assigned, the camera will gradually shift to this camera over the course of one second, smoothly interpolating from the previous camera.

-''Interpolation Method from Previous Camera''
Assign the method of speed change when interpolating between cameras according to "Interpolation Time from Previous Camera".
|Constant Speed|Playback at the same speed until the last frame.|
|Ease-in/Ease-in 3x|Deceleration. Starts moving fast and stops slowly.|
|Ease-out/Ease-out 3x|Acceleration. Starts moving slowly and gradually accelerates.|
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**Battle Camera Settings [#x9d6b8da]
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#ref(./バトルカメラ専用設定.png,80%)
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-''Interpolation Time from Previous Camera''
Enter the number of interpolated frames for camera transitions in battle when transitioning from the previous camera work to the camera work being specified.
For example, if 60 is entered for the "Standby" camera, it will take 60 frames after the end of the "Start" camera to move to the first frame of the "Standby" camera.

-''Skip This Camera''
If you turn on a camera setting for which you do not want to add camera work, that camera setting will be skipped.
For example, if the skip is turned on for the "Attack" camera, the camera work will be skipped for normal attacks and the camera will remain in "Standby" mode.

-''Timing to Wait for Effect Completion''
Specify when to wait for the effect to finish playing.
At the frame specified here, the camera stops until the end of the effect playback.
When set to -1, it is not used and playback is performed as per the specified camera animation frame.

**Conversation Scene Settings [#y778ebf7]
#ref(Conversation_Scene_Settings.png)
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-''Cast Spacing''
Specifies the spacing between the left and right cast members to be on conversation.

-''Cast Angle''
Change the Y-axis angle of the conversation cast to face the center of the screen by the assigned amount.
At 0, the cast faces forward, and at 90, the left and right casts face each other.

**Change Information [#w1c0bd20]
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#ref(./Change Information.png,80%)
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-''Camera''

--''Angle of View''
Specify the angle of view.

--''Near Clip''
Specify how far to render the obstruction between the gazing point and the camera.
The higher the value, the less objects further away from the camera will not be rendered.

--''Position XYZ''
Specify the camera coordinates.

--''Angle XY''
Specify the angle of the camera. 

-''Gazing Target''
--''Target''
Specify the point at which the camera's line of sight should point.
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|Player|The player is the center of the camera. This camera follows the player and is easy to utilize while moving around the map.|
|None (World Coordinates)|The camera is centered at the origin of the world coordinates. Since the camera frame is fixed, this camera is easy to use for cameras in the climactic scene of an event.|
|Center of the Battle|Assign the center of the battle map.|
|Events on the Map|The focus will be on events placed on the map.|

--''Offset XYZ''
Specify the offset value from the point specified in the target.
Offset is a value indicating the distance from the reference point.
For example, if the target is specified as "Player" and offset Y is set to +1, the coordinates of the gazing target will be increased by +1.

--''Spline Interpolation''
Turning on spline interpolation smoothes the camera movement between frames.

--''Change in Speed''
Ease in/out can be added to the camera movement.
''If you want to apply this to the camera motion between frame A and frame B, specify this on the frame B side.''
#ref(./Change in Speed.png,80%)
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|Constant Speed|Playback at the same speed until the last frame.|
|Ease-in/Ease-in 3x|Deceleration. Start moving fast and stop slowly.|
|Ease-out, Ease-out 3x|Acceleration. Start moving slowly and gradually accelerate.|

-''Light Source Settings''
You can adjust the effect of post-effects specified for the map.
The battle camera can be used to make the lights stronger when an attack hits, for example.
DOF-related options cannot be set in the conversation scene camera.

--''BLOOM Intensity Coefficient''
The value specified for BLOOM in the map setting "Rendering" is further adjusted by multiplication.

--''Light Intensity Coefficient''
The value specified for the light intensity in the map setting "Rendering" is further adjusted by multiplication.

--''Chromatic Aberration''
The value specified for chromatic aberration in the map setting "Rendering" is further adjusted by addition.

--''DoF Focal Coefficient''
The value specified for DoF/Focal Point in the map setting "Rendering" is further adjusted by multiplication.

--''DoF Range Coefficient''
The value specified for DoF/Range in the map setting "Rendering" is further adjusted by multiplication.

--''DoF Blur Radius''
The value specified for DoF/Blur Radius in the map setting "Rendering" is further adjusted by addition.

**Camera Preview Operation [#qedbad47]
|Right button + dragging|Vertical and horizontal rotation|
|Wheel (center button)|Zoom in/out|
|Wheel (center button) + dragging|If the gazing point is the player, offset moves. ~If none, move the gazing target moves.|
|Wheel (center button) + Alt + dragging|XY Parallel Movement|

**How to create camera work [#c903a2dc]
**How to Create Camera Work [#c903a2dc]
+Click on the + button in the camera list. When the Add New dialog box appears, enter the name of the camera work.
+To create a player-centered camera work, select "Player" as the gazing target, "Any Event" to center on an event, or "None" for specific coordinates.
+Focus on the very beginning of the pose and use the camera preview to determine the angle.
+Specify the number of frames.
+Click "Add Frame" and set the next pose in the same way as in steps 3 and 4.  If you want to create an advanced camera work, you can repeat this process to create it.
 

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