The invisible cameraman

You can use an invisible cameraman to control where the camera is facing and make the static cameras pan and track to follow the action.

Creating your cameraman

First create your invisible cameraman. Go to blueprints > creatures > special to find the "Attach Spell Node" creature. Place him in the area and give him the following attributes:

  1. First create your invisible cameraman. Go to blueprints > creatures > special to find the "Attach Spell Node" creature. Right click and choose "Copy Blueprint" > "Module" to create a module level blueprint.
  2. Change the new creature blueprint's identification fields to "c_cameraman." The full list would be:
    • Comment: {c_cameraman}
    • Template Resref: c_cameraman
    • Resource Name: c_cameraman
    • Localized Description: leave blank
    • Tag: c_cameraman
    • First Name: {c_cameraman}
  3. Make the creature a plot element by changing "Plot" to "True." This is just in case he gets stuck in a fireball or something, so that he won't start attacking the party.
  4. Place the creature in the area. (You can also spawn him in later via a script using CreateObject(). This would also allow you to change his tag.)
  5. Give the placed creature object a unique tag. If you are following campaign naming conventions, this might be in the form of "c_" + area_id + "_cameraman". If you have serveral cameramen in one place, consider using and "A," "B," or "C" at the end.
  6. Consider giving the placed creature object a name in brackets so you can easily find him in the toolset. You may want to use the tag as the localize name so it is easy to locate him in the creature list.

Using your cameraman in a conversation

Now you can select the cameraman via GetObjectByTag() in a conversation switch. This will allow you to move him around using AssignCommand() calls.

Place a static camera in the area and give it a unique tag. To get the camera to follow him we will use the Node tab on the conversation nodes. To do this open your conversation and go to the node you want perform a moving camera effect on. Follow these steps:

  1. Under the camera settings expandable field, click in the "StaticCamera" field to get a dropdown. Use this to find your camera and choose it. You can also just paste in the tag for your camera.
  2. Set the "Mode" field to "Static Camera"
  3. Go down under the "Line" section and set the speaker to be the tag of your cameraman. Note that this is the tag of your placed creature object, not your blueprint.
  4. Finally, go back up under the "StaticCamera" section and we will set the "MovementType." There are three types to choose from.
    • None - The camera will not focus on the speaker for the duration of the conversation node, but will alsi not move. Good to use if you want an establishing shot that doesn't focus on the speaker.
    • Pan - The camera will swivel left or right to follow the speaker. It will also pitch up and down. This is a nice way to follow the action from a static point. You should note, however, that the camera will level out to the horizon when you choose this, meaning that any custom orientation you gave the camera when you placed it (such as having the camera on an angle) will be lost.
    • Track - The camera will change position to follow the creature. Custom orientations seem to be kept with this option, but I have not played with this one as much. I'll follow up once I have more information.

References

Thanks to Deist who suggested the use of the Attach Spell Node creature. Originally I was trying to use the ScriptHidden flag, but found that the camera does not follow the creature if this is on.

Check out the full thread:
http://nwn2forums.bioware.com/forums/viewtopic.html?topic=535548&forum=1...