Simple Camera Tutorial

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Overview

This is a simple tutorial on how to add different types of cameras in custom tracks, as well as a simplified documentation of their effects in-game.

Simplified Camera Parameters

Names from KMP Modifier and Lorenzi's KMP Editor.

Information based on testing by JimmyKaz. Feel free to correct if wrong.

Camera Parameters
Parameter Name Usage (Simplified) Additional Info
Type The type of camera. View below. N/A
Next The next camera in sequence. Usually only used in the opening intro. If no camera comes after it, set this value to "FF".
Shake Unknown N/A
Route The route the Camera will use (if applicable) If your Camera doesn't use a route, set this to "FF"
V(Cam) / Point Speed Unknown N/A
V(Zoom) / Zoom Speed Zoom Speed. If your camera has settings to zoom in or out, this setting dictates how fast it will happen. N/A
V(View) / View Speed "View Point Velocity" For the KartPathFollow camera, this setting will allow it to act as either the FixSearch camera, or as a "scenic" camera, meaning that it will stay frozen in one spot (after the zooming concludes, if applicable) without focusing on the player.
  • If the "V(View)" setting is set to "0", the camera will act like FixSearch
  • If the "V(View)" setting is set to anything higher then "0" the camera will act as a "scenic" camera.
Start Flag + Movie Flag Unknown N/A
X, Y and Z Position of the Camera. To get the coordinates of where you want to put your camera, read below.
Yaw / Rot. Y Y Rotation value of the camera. You'll most likely never need to edit any of the other rotation values since many of the other cameras automatically calculate them to focus on the player.
Zoom / Zoom Start This tells the camera how far to zoom out. The higher you set this value, the further the camera will be zoomed out. Using a negative value will flip the camera upside down.
Zoom2 / Zoom End This tells the camera how far to zoom in. N/A
View(x), View(y) and View(z) / View Start X, View Start Y, View Start Z Currently testing. N/A
View2(x), View2(y) and View2(z) / View End X, View End Y, View End Z Currently testing. N/A
Time The amount of time (in frames) that the camera will be active for. This is only used for the intro sequence, the other cameras will remain active until the player drives out of the AREA that they are linked to. N/A

Simplified Camera Documentation

Information based on testing by JimmyKaz. Feel free to correct if wrong.

Goal

Goal
Name In-Game Effects Important Settings
Goal This is the default camera that the game switches to
after finishing a race. It always focuses on the player.
N/A

FixSearch

FixSearch
Name In-Game Effects Recommended Settings
FixSearch The most basic camera type. It looks at the
player from wherever it is placed in the KMP.
Names from KMP Modifier
Recommended Settings
Name Recommended Settings
Zoom Set to 10-20
Zoom2 Set to 8

Set everything else to 0

PathSearch

PathSearch
Name In-Game Effects Recommended Settings
PathSearch Exactly the same as FixSearch, but requiring a route.
Only the position of the first route point is used.
Names from KMP Modifier
Recommended Settings
Name Recommended Settings
V(Zoom) Zoom Velocity. A good starter value to set this value at is "000F".

KartFollow

KartFollow
Name In-Game Effects Recommended Settings
KartFollow Kart closeup. The angle is slightly offset from focusing on the center of the player's vehicle.
  • If View Start and View End are not set, it will focus on the center of the player's vehicle.
  • If View Start and View End are both 0, it will directly face the player backwards.
  • This is similar to the Goal camera type.
Names from KMP Modifier
Recommended Settings
Name Recommended Settings
Zoom Set to 85
Zoom2 Set to 40
View(x) Set to 30
View(y) Set to -1
View(z) Set to 550
View2(x) Set to 5
View2(y) Set to 1
View2(z) Set to 0

KartPathFollow

KartPathFollow
Name In-Game Effects Recommended Settings
KartPathFollow Depending on the value of the "V(View)" setting, this will either work the same as FixSearch (with modifiable View Start and View End parameters), or it will act as a static camera position that doesn't focus on the player (ie: A Scenic Angle).
  • If the "V(View)" setting is set to "0", the camera will act like FixSearch.
  • If the "V(View)" setting is set to anything higher then "0" the camera will act as a "scenic" camera. After the initial zooming concludes, it will remain frozen in place, when this happens, it won't focus on the player, even if they drive off screen.
Names from KMP Modifier
Recommended Settings
Name Recommended Settings
Zoom2 This value tells the camera how far to zoom in. The higher you set this value, the further it zooms out. Using negative values will flip the camera upside down.

OP_FixMoveAt

Opening Camera. Information and an opening camera guide will be added after further testing.

  • Does not require an AREA entry.

OP_PathMoveAt

OP_PathMoveAt
Name In-game effect Recommended Settings
OP_PathMoveAt This camera moves along with the player. The camera is affected by things like turning and tricking. It requires a route, but only the position of the first route point is used. It only works until the player drives out of the AREA that the camera covers. Names from KMP Modifier
Recommended Settings
Name Recommended Settings
Zoom2 This value tells the camera how far to zoom in. The higher you set this value, The further it zooms out. Using negative values will flip the camera upside down.

MiniGame

Appears to be unused.

MissionSuccess

Appears to be unused.

Unknown

Used in tournaments. Parameters currently unknown.

Adding Cameras in Custom Tracks

For simplicity purposes, the FixSearch camera type will be used.

Replay Cameras

  1. Fully complete and scale your track model.
  2. Download and install KMP3D in SketchUp.
    1. Once opened, select the "Import KMP" option and select your KMP file.
    2. Import the associated KCL file.
    3. Open the plugin and select the AREA tab.
    4. Place an AREA in the track.
    5. Uses the "Move" tool to drag the AREA to wherever you want in the track model.
    6. Use the "Resize" tool to resize the AREA as you wish.
    7. Export the KMP.
  3. Get BrawlCrate coordinates for the camera position.
    1. Open the .szs file of your track.
    2. Open your course model in the model previewer.
    3. In the top panel, select "View" --> "Viewport" --> "Enable Camera Coordinates".
    4. Move to the position you want the camera to focus on the player from and copy the x, y, and z coordinates.
  4. Open your KMP in KMP Modifier, go into the "Camera" tab and go into the "Type" column and select "FixSearch". Then, fill in the x, y, and z coordinates with the ones copied from BrawlCrate
    1. Then type in "FF" in the "Next" and "Route" columns.
    2. Once you have finished that, save the KMP and exit KMP Modifier.
    3. After that, reopen the KMP and enter "8" in the "Zoom" column and "10" in the "Zoom2" column (the numbers can be whatever you want, but these are good starting values).
  5. Once you have finished the camera placement, link the AREA to the camera.
    1. Select the AREA(s) in KMP Modifier you wish to use for the camera.
    2. In the "Camera" column, enter the index number of the camera you added (e.g. if the camera was wanted to use was index "2", you would enter the number 2 into the column).
  6. Save and add the edited KMP to the .szs file.
    1. If done correctly, the game should focus on the player from the coordinates you placed the camera at when the player enters the associated AREA in the replay.

Opening Cameras

Various types of opening cameras.

Intro Fanfare

You'll most likely want to sync your opening cameras (where applicable) to the intro fanfare, this can be done through editing the "Time" variable in the Camera entry settings in the KMP.

The course intro fanfare is 00:00:14:20 in length (1/60 frames). If you decide to use multiple cameras and want to sync their activation to the fanfare, use the following settings below.

Camera/Pan Time of activation (in frames)
1 0
2 215
3 350
4 480


Static Position

An opening camera that stays in place for the entire duration of the opening intro.

Before setting up this camera, make sure your course.kmp file is fully complete (as if you were about to release the track it's associated with) and follow steps 3 - 3.4 of the Replay Camera tutorial then return here.

Tutorial:

  1. In BrawlCrate, copy the x, y, and z coordinates of the place in your course model that you want the opening camera to show in the intro.
    1. In addition, copy the "Y" coordinate in the "Rotation" setting.
    2. Copy and paste everything mentioned above into Notepad.
  2. Open your course.kmp file in KMP Modifier (or KMP Cloud if you have enough experience, but for this tutorial, it's geared towards using KMP Modifier).
    1. Go into the "Camera" tab, and click a random spot on the map, this will create a camera.
    2. Change the camera type to "KartPathFollow"
    3. Next, input the following settings into the following columns:
Name Set Value To:
Type KartPathFollow
Next FF
Shake 00
Route FF
V(Cam) / Point Speed 0001
V(Zoom) / Zoom Speed 0000
V(View) / View Speed 0001
Flag 0000
X, Y, and Z The coordinates that you copied from BrawlCrate
Roll 0000
Yaw / Rot. Y The Y Rotation Coordinate you copied from BrawlCrate
Pitch 0000
Zoom / Zoom Start 100
(You might however, have to modify this value until you get
the zoom to be at a level you like).
Zoom2 / Zoom End 180
(You might however, have to modify this value until you get
the zoom to be at a level you like).
View(x), View(y), and View(z) / View Start X, View Start Y, View Start Z 0000
View2(x), View2(y), and View2(z) / View End X, View End Y, View End Z 0000
Time 720
  1. Finally, go into the "Startposition" tab and look for the "Opening Pan" option.
    1. Change the number in the box to the number of the index of your camera (ex: If you had 4 cameras and the 4th was the one you made for the intro, put it the value "4". If you only have 1 camera, set it to "0".
    2. Save the KMP and the .szs file.
  2. Load the track into the game. If everything was done correctly, the opening intro for your track will be a scenic shot of the track from the location of the coordinates you copied from BrawlCrate.

Multiple Cameras

This is basically the same process as above, but the "Time" and "Next" settings have to be changed.

  1. Assuming you already completed the above tutorial, find another spot that you want the game to show as a "scenic" camera in your track and repeat the process.
  2. Once you finish everything, set the camera settings to the following:
Name Set Value To:
Type KartPathFollow
Next FF
  • Set this value on the previous camera to "01", or whatever the index of your previous camera is.
Shake 00
Route FF
V(Cam) / Point Speed 0001
V(Zoom) / Zoom Speed 0000
V(View) / View Speed 0001
Flag 0000
X, Y, and Z The coordinates that you copied from BrawlCrate
Roll 0000
Yaw / Rot. Y The Y Rotation Coordinate you copied from BrawlCrate
Pitch 0000
Zoom / Zoom Start 100
(You might however, have to modify this value until you get
the zoom to be at a level you like).
Zoom2 / Zoom End 180
(You might however, have to modify this value until you get
the zoom to be at a level you like).
View(x), View(y), and View(z) / View Start X, View Start Y, View Start Z 0000
View2(x), View2(y), and View2(z) / View End X, View End Y, View End Z 0000
Time Any amount of time (in frames) that when added with the previous camera, does not go over "720"

After finishing this, save the KMP and the .szs file. If done correctly, the game will show your multiple scenic angles in sequence

Zoom Out

To be added.

Zoom In

To be added.

1 Route (Point A to Point B)

To be added.

Multiple Routes (Normal)

To be added.

General Information

  • Cameras can be placed anywhere, but they will only activate when the player passes through the AREA that the camera covers.
  • Besides the opening camera, cameras requiring routes only use the position of the first route.