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Author Topic: Steel Beasts ProPE V4.023 - The New Camera Path Editor - By JC  (Read 5587 times)

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Offline Rinix

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Steel Beasts ProPE V4.023 - The New Camera Path Editor - By JC
« on: December 25, 2017, 02:18:06 AM »



Sunday, December 24, 2017
By: JC
Steel Beasts ProPE V4.023 - The New Camera Path Editor

A new version of Steel Beasts ProPE has been released and with it came a new goodie: a camera path editor. Very nice to make movies and relatively easy to use, it is showcased in my newest video.

Read on: Click Here
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Offline Asid

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Re: Steel Beasts ProPE V4.023 - The New Camera Path Editor - By JC
« Reply #1 on: December 26, 2017, 01:14:34 PM »
Another great blog post from our friend JC.  :thumbsup

Thx for posting this Rinix  :thumbsup
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Offline Rinix

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Re: Steel Beasts ProPE V4.023 - The New Camera Path Editor - By JC
« Reply #2 on: January 01, 2018, 06:27:41 PM »
http://grogheads.com/forums/index.php?topic=10673.msg582085#msg582085
Quote from: Ssnake
The video unfortunately doesn't cover a number of points.
  • The "Lase" key (Ctrl) will shift the focus point of the camera to the closest object behind it (just like the laser ranger finder in Steel Beasts does); it doesn't have to be always only a few meters in front of the camera.
    By "lasing" the same spot in the next keyframe it endures that the camera view doesn't sway unexpectedly as shown in the video's three-keyframe path example.
  • The "Tether" field allows you to make the whole camera path shift with a moving unit. In other words, the key frame locations are no longer absolute world coordinates as per default, but now offset by being tethered to the chosen unit (as it might move across the terrain).
    In the video's example it would be the lead tank of the tank platoon; more importantly, it allows to set another keyframe to shift the frame of reference to a DIFFERENT tether unit (use with care, that may lead to potentially very unpredictable camera movement if the keyframes are close to each other and the units are far apart/moving fast/in different directions
  • Then there's a drop-down field that allows to refine the tethered unit's frame of reference to
    • the hull,
    • the turret, or
    • the main gun
        thus further bending the camera path to follow the chosen component (shifting the coordinate from "absolute world with unit offset" to "unit component polar coordinates")
  • (Alt+H) removes all HUD elements, for a more cinematic view
  • Camera paths can be edited while pausing the scenario (Pause)
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