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Showing results for tags 'angle'.
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Hello! I just got Adobe Premiere recently, and I've been playing around and having some fun with it. At the moment, I'm working on a short fallout montage with some cinematic shots and music. I was just wondering if anyone had any tips on how to get good camera angles and shots. I do know the basic tm, tfc, fov, sgtm, and all that good stuff. My main wonderment is how do you get good free camera angles while moving your character around? And while I'm on that note, how do you get animated shots of NPCs? I would also like to know if anyone knows how to get good large rotating/panning shots, and clean, stable player movement when working in first person. This is a very well done montage here: can anyone tell me how he got those amazing angles and camera movements? Thanks!
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I'm very new to modding this game (started this week) and as I found out that the vertibird player controlled gun is a bit too limited to my liking. So to the actual point: I would like to edit the angles that the minigun is avaible to point (if that makes sense I'm terrible at English) to be avaible to point the gun for example to the other side of the vertibird. I have tried to look at the vertibird files with the creation kit but didn't find anything useful. Has anyone actually found a simple thing that controls this or is it a complicated script that does this? Could anyone tell me how this limited firing angle system works, please? Anyway any help would be much appreciated thank you. Also this is my first post on the nexus forums.
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While working on an update for Interactive Torch Sconces, I found that sometimes torches in sconces don't cast light. Looking through RemovableTorchSconce01SCRIPT.psc, I discovered that while Torch01 (a usable torch) is removed from your inventory when you use a torch sconce, the script actually places RemovableTorch01 (an activator) in the sconce. Unfortunately, RemovableTorch01 has no way to cast light itself. I tried changing RemovableTorch01 to Torch01, which works to a degree. The torch in the sconce casts light (!) because it is an actual torch. (Without BlockActivation(), you could even pick up the torch directly out fo the sconce without activating the sconce, and you can see the weight and value of the torch by looking at it.) Unfortunately again, Torch01 isn't placed IN the sconce but rather at an angle. Because of the way PlaceAtMe() works, carefully positioning Torch01 into the sconce with SetAngle() and SetPosition() is not a solution because while I could get the torch positioned correctly in one sconce, the torch would not be positioned correctly in other sconces. I considered attaching an effect to RemovableTorch01 that simulates torch light, but then there'd be awful compatibility issues with lighting mods because those mods would change Torch01 and not the effect attached to RemovableTorch01. I also considered changing the object bounds of Torch01 to match RemovableTorch01, but I'm not sure if that would a) have any effect or b) screw up Torch01 placements everywhere. So, I'm out of ideas. Can anyone help solve this problem? Screenshots! An empty torch sconce in Solitude http://i298.photobucket.com/albums/mm277/kolgaeth/empty-sconce.jpg A torch sconce in Solitude with RemovableTorch01 and no light emission (default) http://i298.photobucket.com/albums/mm277/kolgaeth/no-light.jpg A torch sconce in Solitude with Torch01 and light emission (modified) http://i298.photobucket.com/albums/mm277/kolgaeth/torch01-in-sconce.jpg RemovableTorch01 in NifSkope (looks like the anchors for sconces are built into the mesh) http://i298.photobucket.com/albums/mm277/kolgaeth/removabletorch01-in-nifskope.jpg
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Hello. Let me get to the point right away. I have a big animation and camera bug problem. The animation is that, after i installed and then later uninstalled the third person stabbing animation in skyrim, whenever I do the normal power attack (No movement, just standing.) My character adn other NPCs melt into the floor and barely move their arms. Anyone have any ideas of how to fix this? Its not too bad, I can play with it for a while, but Im just curious if theres a fast way to fix it. Now, to the REAL annoyance. Horse camera. Now, when im riding my horse, the camera is normal. Centered on the horse's butt. But for some reason, now when I enter combat, and I pull out my weapon, the camera goes to combat mode for a few seconds, and then just goes back down. This makes it IMPOSSIBLE to aim and shoot bows or to even see where my enemies are. I have the customizable camera mod, could that be the problem? The only other mods I have installed that affect horses are Convenient horses and horse armor. Thank you!
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i have noticed with many moded and even a few vanilla guns that when in first person and not looking down sights the gun is cocked slight to the right, it is a little thing but it has bothered me forever, if some one could whip up a quick fix i would be extremely grateful
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I have a platform which is thin and round, big enough for the player to just stand on. I want the player to be able to summon it which I can do with moveto or placeatme However depending on where I am standing say the platform will be tilted part in the ground or in a wall even. How can I call an object that will fall flat on the ground and not collide with other objects ? I know maybe there is fancey math like Actor PlayerRef = Game.GetPlayer() Portal.MoveTo(PlayerRef, 120.0 * Math.Sin(PlayerRef.GetAngleZ()), 120.0 * Math.Cos(PlayerRef.GetAngleZ()), PlayerRef.GetHeight() - 35.0) But this is way above the ground and suspends the object in mid air, if I play with the numbers I can get the object close to the ground but then it is not always level and sometimes is tilted into the ground. Any Idea's ? Thanks
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I've spent nearly four hour now trying to discover the issue, and I'm finally 100% sure what is causing the problem; however, I have 100% no idea how to fix it. Problem: I recently installed FNIS and FNIS creatures along with some FNIS based mods (which I deleted and used FNIS generator to make sure they're gone). When I saved I was riding a horse, and when I loaded that save after installing FNIS and creatures the horse poofed. Now my camera is stuck like I'm still riding a horse, I can't turn the camera, I can't go into first person, my character doesn't turn around but can still move back and forth, side to side. What I've Tried: fast traveluninstalling all FNIS based mods including creaturesuninstalling FNIS but the generator doesn't work after uninstalling with NMM so I can't register change with generatorusing smelter or any other animated craftriding a horse againtfc,epc console commandsaltering controls through settingsAny and all help is greatly appreciated. It's 3 am, and I am desperate. X( FNIS: http://www.nexusmods.com/skyrim/mods/11811/?
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So recently I have noticed that when my player sits on any seat that isn't at a bar, she will be angled to the left by about 45 degrees. This started right after I installed Dragonborn and I have no earthly idea what is going on. It isn't a huge issue, but it is annoying as hell. Wondering if anyone has had any similar issues and if there are fixes available.
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Hello, this is my first post to the excellent forums, which have helped me a lot so far just reading others posts/replies from the community. I have a annoying problem that I could not find an answer to: After viewing the map while mounted on a horse, the camera angle resets to a side view of my character on the horse. This is my first playthrough I am not sure if this is default behavior, or perhaps a mod effect - can anyone tell me? (I use the great convienient horses, SkyUI and high quality maps). Either way does anyone know how to stop this camera angle reset from happening? I would have expected the camera angle to remain where I left it before heading into the map... the issue really becomes important when fleeing/in combat - I look at the map for an escape route only to return out of the map, become disorientated/run gallop off the wrong way (and get killed in the process :-). Thanks in advance, any comments pointers or help greatly appreciated!!! Edit: Clarification: The camera angle reset appears to happen the moment you try to move on the horse, not actually when you come out of the map view - which does return you to the camera angle you were on before calling up the map.
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In the photographic camera mode, there are several possibilites: >A toggle switch between landscape and portrait views of the scene (borders changed so view dimensions are transposed). >Selectable view rotation angle left or right 90 degrees so portraits could be taken in landscape camera mode but with the subject "lying down". >A crop box in landscape mode that has portrait orientation. Are any of these options feasible to modify NMSky Visions? I would suppose that transposing dimension size definitions would be the simplest to implement.
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I've always wanted to experience Skyrim through a wide angle view. Not sure about you guys but wide angle views for me, whether in photography or in certain games, have a more immersive feel to them. Here is a comparison of different focal lengths utilized in photography (17mm being the widest.) http://www.west-crete.com/blog/wp-content/uploads/2012/02/focal-length-comparison-1024x456.jpg Of course, the question is whether or not it's possible to utilize this effect within the game.
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