LlSetCameraEyeOffset
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Summary
Function: llSetCameraEyeOffset( vector offset );| 243 | Function ID |
| 0.0 | Forced Delay |
| 10.0 | Energy |
Sets the camera eye offset for avatars that sit on the object.
| • vector | offset | – | offset relative to the object's position and expressed in local coordinates |
This is the position of the camera's eye, not the point it looks at.
Caveats
- Setting this will not update the cameras of seated avatars, it will only effect avatars that subsequently sit down. The camera settings have to be prepared in advance.
- The offset is locally relative to the object, if you want it relative to the seated avatar (which likely has a custom sit rotation and offset) or the region, you must do the computation yourself.
- ZERO_VECTOR offset will cancel any eye offset.
- Camera position set by this function is a Prim Property. It will survive the script and it will survive prim taking and prim rezzing
Examples
// Sit the avatar looking at an arbitrary direction // Look over the avatar's shoulders from behind once it sits down back_view(float degrees) { rotation sitRot = llAxisAngle2Rot(<0, 0, 1>, degrees * DEG_TO_RAD); llSitTarget(<0, 0, 0.1>, sitRot); llSetCameraEyeOffset(<-2, 0, 1> * sitRot); llSetCameraAtOffset(<2, 0, 1> * sitRot); } default { state_entry() { back_view( 208 ); llSay(0, "Please sit down"); } }
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