Camera
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KMP
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- AREA type
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This article explains the camera techniques used in Mario Kart Wii.
KMP Sections
Each KMP file contains 3 sections that are related to the Camera setup: AREA, CAME and POTI:
- Section AREA defines areas. Some types of areas trigger cameras for the finish (after race) view.
- Section CAME defines cameras. Cameras can be linked together for a sequence of Cameras.
- Section POTI defines routes for different things. Some camera need routes.
Data Structure
Here are the section headers of AREA and CAME:
Offset | Type | Description |
---|---|---|
0x00 | Byte | Area shape. 0 = box, 1 = cylinder. |
0x01 | Byte | Area type. Values 0–A. |
0x02 | Byte | Index of CAME if type = 0x00, 0xFF else. |
0x03 | Byte | Priority value. A higher number means a higher priority to choose which area activates if multiple areas are intersected. |
0x04 | Float[3] | A 3D position vector of the area. |
0x10 | Float[3] | A 3D rotation vector of the area's rotation. |
0x1C | Float[3] | A 3D scale vector of the area's scale. |
0x28 | UInt16 | AREA setting 1. Used by AREA type 2, 3, 6, 8 and 9. |
0x2A | UInt16 | AREA setting 2. Used by AREA type 6 and 3. |
0x2C | Byte | Route ID used by AREA type 3. |
0x2D | Byte | Enemy point ID. This value is used by AREA type 4. |
0x2E | UInt16 | Padding? Always 0 in Nintendo tracks. |
Offset | Type | Description | Box name in SZS Modifier |
Names in Wiimms Tools |
Column name in KMP Modifier |
Box name in KMP Cloud |
---|---|---|---|---|---|---|
0x00 | Byte | Camera type. | Settings (box 1, first 2 digits) |
type | Type | Type |
0x01 | Byte | Next camera entry index. Value 0xFF means: no next camera. | Settings (box 1, second 2 digits) |
next | Next | Next |
0x02 | Byte | Camshake. Exact meanings unknown (always 0). | Settings (box 1, third 2 digits) |
unknown | Shake | Shake |
0x03 | Byte | Route used by the camera. This is index link into the POTI section. The value 0xFF means "no route". | Settings (box 1, last 2 digits) |
route | Route | Route |
0x04 | UInt16 | Velocity of the camera point in units per 100/60 sec (=distance/1.67 sec). | Settings (box 2, first 4 digits) |
v(came) | V(Cam) | Pointspeed |
0x06 | UInt16 | Velocity of zooming in units per 100/60 sec (=units/1.67 sec) (tested with camera type 5). | Settings (box 2, last 4 digits) |
v(zoom) | V(Zoom) | Zoomspeed |
0x08 | UInt16 | Velocity of the view point in distance per 100/60 sec (=distance/1.67 sec) (tested with camera type 5). | Settings (box 3, first 4 digits) |
v(v.pt) | V(View) | Viewspeed |
0x0A | Byte | Start flag. Exact meanings unknown. | Settings (box 3, third 2 digits) |
unknown | Flag (First 2 digits) |
Start |
0x0B | Byte | Movie flag. Exact meanings unknown. | Settings (box 3, last 2 digits) |
unknown | Flag (Second 2 digits) |
Movie |
0x0C | Float[3] | A 3D position vector of the camera. | X, Y and Z | position (x,y,z) | X, Y and Z | PositionX, PositionY and PositionZ |
0x18 | Float[3] | A rotation 3D vector. Almost always 0,0,0. | X2, Y2 and Z2 | rotation (x,y,z) | Roll, Yaw and Pitch | RotationX, RotationY and RotationZ |
0x24 | Float | Zoom start: The angle of view (field of view). Angles >180 create curious effects. | X3 | zoom beg | Zoom | Zoomstart |
0x28 | Float | Zoom end. The camera changes the zoom to this value. Offset 0x06 (Velocity) controls the speed of zooming. | Y3 | zoom end | Zoom2 | Zoomend. |
0x2C | Float[3] | Start vector of the view point (camera type 5) or the relative camera position (camera type 3). | Z3, X4 and Y4 | view point beg (x,y,z) | View(x), View(y) and View(z) | ViewStartX, ViewStartY and ViewStartZ |
0x38 | Float[3] | (Destination) vector of the view point. | Z4, X5 and Y5 | view point end (x,y,z) | View2(x), View2(y) and View2(z) | ViewEndX, ViewEndY and ViewEndZ |
0x44 | Float | The time how long this Camera is active. (in units of 1/60 seconds). | Z5 | sec*60 | Time | Time |
CAME Types
Value | Name | Type | Explication | Route controlled? |
---|---|---|---|---|
00 | Goal | Goal | Activates immediately after passing the goal; with the player as the origin, the camera's View Start position both follows and points towards View End. It can be reactivated as a replay camera if linked to an AREA, but does not display in spectator (online/waiting) mode. |
No |
01 | FixSearch | Replay | Camera stays static in View Start location, and always looks towards the player. It is almost the same as PathSearch but with no route. | No |
02 | PathSearch | Replay | Route controlled, always looks at the player. Only the position of the first route point is used and will always face the player. | Yes |
03 | KartFollow | Replay | With the player as the origin, the camera's location is at View Start and it follows and points towards View End. If View Start and View End are 0, it will directly face the player backwards. This is similar to the Goal camera type. | No |
04 | KartPathFollow | Replay / Opening | From its position, it looks at View Start and shifts view to View End. If neither are set, it will just look at the player from wherever it is positioned. | No |
05 | OP_FixMoveAt | Opening | Opening camera, follows route; from its position, it looks at View Start and shifts view to View End if set, otherwise looks at player. This camera type only requires a route. It does not need an AREA Entry. | Yes |
06 | OP_PathMoveAt | Replay | This camera will move along a route with the player and turn with the player as well. The camera is affected by things like turning and tricking. Only the first point of the route is used. | Yes |
07 | MiniGame | Unknown | Unused | ??? |
08 | MissionSuccess | Unknown | Unused | ??? |
09 | Unknown | MSPT | Static camera from the position initially used in the Giant Pokey tournament that can use Zoom (speed, start, and end). Copy view start and view end values from Camera type 0. | No |
Examples for good custom camera setups
The following video shows camera setups (opening + finish cameras) of 6 tracks:
- »Camera«
- Technical information, includes an analysis.
- »KMP«
- File, where the camera setup is hold.
- »KMP Editing/Cameras«
- A KMP and camera tutorial.
- »Wiimms SZS Tools/KMP«
- How to edit KMP files using Wiimms SZS Tools.