Difference between revisions of "LlSetCameraAtOffset"

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(Added caveats)
m (Added footnote)
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|func_id=244|func_sleep=0.0|func_energy=10.0
|func_id=244|func_sleep=0.0|func_energy=10.0
|func=llSetCameraAtOffset|p1_type=vector|p1_name=offset
|func=llSetCameraAtOffset|p1_type=vector|p1_name=offset
|func_footnote
|func_footnote=This is the point the camera looks at, not the [[llSetCameraEyeOffset|position of the camera's eye]].
|func_desc=Sets the point the camera is looking at if an avatar sits on the object at '''offset'''.
|func_desc=Sets the point the camera is looking at if an avatar sits on the object at '''offset'''.
|return_text
|return_text

Revision as of 01:54, 30 May 2008

Summary

Function: llSetCameraAtOffset( vector offset );
0.0 Forced Delay
10.0 Energy

Sets the point the camera is looking at if an avatar sits on the object at offset.

• vector offset

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

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.

Examples

See Also

Functions

•  llSetCameraEyeOffset
•  llForceMouselook

Deep Notes

Signature

function void llSetCameraAtOffset( vector offset );