Difference between revisions of "LlSetCameraEyeOffset"

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m (Added paramater description)
m (Hopefully better phrasing)
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|func=llSetCameraEyeOffset|p1_type=vector|p1_name=offset|p1_desc=offset relative to the object's center and expressed in object coordinates
|func=llSetCameraEyeOffset|p1_type=vector|p1_name=offset|p1_desc=offset relative to the object's center and expressed in object coordinates
|func_footnote=This is the position of the camera's eye, not the [[llSetCameraAtOffset|point it looks at]].
|func_footnote=This is the position of the camera's eye, not the [[llSetCameraAtOffset|point it looks at]].
|func_desc=Sets the camera eye '''offset''' used in this object if an avatar sits on it.
|func_desc=Sets the camera eye '''offset''' if an avatar sits on the object.
|return_text
|return_text
|spec
|spec

Revision as of 02:52, 30 May 2008

Summary

Function: llSetCameraEyeOffset( vector offset );

Sets the camera eye offset if an avatar sits on the object.

• vector offset offset relative to the object's center and expressed in object coordinates

This is the position of the camera's eye, not the point it looks at.

Caveats

  • The change will only take effect next time the avatar sits on the prim. You can't change the offset once it has already sit down.
  • If you use a sit pose rotation and want to set the camera relatively to your avatar, you must do calculations.
  • If you rotate the object and want to set the camera relatively to the region, you have to do calculations too.
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Examples

See Also

Functions

•  llSetCameraAtOffset
•  llForceMouselook

Deep Notes

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Signature

function void llSetCameraEyeOffset( vector offset );