It would be a whole world of useful if you could use the demo recorder from the UI.. It would be easy to document and send bugs... I myself am not pro-efficient with code and I cant always say if it worked or i made a typo... If you could add a button in the bug reporter even that would be 1000 times more useful and quicker for me to use.
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It's really a crude debugging tool, that they just let the fans use as well.
Check out SHADOW on YouTube!
I have NO idea how closely the demofiles from NW will compare to CoH, but if you'd like an understanding of demofiles and demoediting in general, Paragon Wiki has a lot of great information as it applied to CoH.
A simple pan done by hand is the strafing keys on your keyboard.
A path is made by clicking New Path>Easy Path, then clicking Add Point on the right bar while you are at the points you want the camera to be.
Translate and rotate camera keyframes to taste.
I've gotten pretty good with EasyPath and I've done a few OrbitPaths to varying degrees of success so far.
Nonono... LOL - Strafing keys will "crab" (slide sideways without turning the view" a "pan" is where the camera pivots and turns the view. So: a crab is moving sideways while camera is pointed north and stays pointed north while moving sideways. An pan will be the camera pointed north turns leftward to point west. THAT is what I can;t figure out how to do. The problem I face is when I detach the camera it remains points in the same direction no matter which direction or where I move it.
I can't create a "rotated" keyframe if I can't "rotate" the camera ...either "tilt" (up and down) or "pan" (left and right) to set camera angle before setting keyframe.
Does anyone know the keyboard keys or mouse trick to do this? I just want to change the direction the camera is pointing after I detach it. If I'm walking north, stop animation, detach camera, camera is always facing north no matter how I move it. What I want is to move it behind hostile NPC and turn it around for over-the-shoulder on the NPC looking back at my character kicking his butt.
I admit I have tried this without creating a path. Is a path required before you can tilt or pan the camera?
Click new path > Watch Entity. On the sidebar, click Set Target and click on the entity you are watching. Now when the camera moves from one position to another, it must stare at the target entity. This also applies to just the entity moving with no camera path keys. Remember to click save.
Also, to move the camera in the first place after pressing F2, it's just your typical FPS movement with flight. You ARE the camera in every situation while in the demo editor.
Ahah! This is most helpful - THANK YOU!
Always understood (your) paragraph two. But paragraph one is the missing link for me.