Lumberyard
Legacy Reference

Setting a First Person View Camera

There are several ways of setting up a first-person view (FPV) camera:

  • Link the camera to the character

  • Link the camera to the character's camera bone

  • Link the camera to a TagPoint

Linking a camera to a character

Linking a camera to a character works well for rough blocking, where the character has no animation applied in the Track View editor. By attaching the camera to the character and positioning it close to the camera bone (at eye level), you can test it from the character's point of view and the pace of the scene.

Linking a camera to a character's camera bone

You can attach a camera to the character's camera bone so that the camera follows the camera bone of the character. This method is good for referencing, but not for the final process, as the information from the camera bone can be very rigid and often clips through the character's body, especially if animation is derived from motion capture. It is also impossible to manipulate the camera this way.

Linking a camera to a character and a tagpoint

The best way to set up an FPV camera is to attach it to both the character and a tagpoint. This method allows the camera and the character to be animated independently. The tagpoint acts as an anchor that connects the character and camera together, which makes it easy to move the character around after you have finished adjusting the scene.

By using a second camera that links to the character's camera bone, you can easily adjust and match your main camera to the second (referencing) camera to get the right movement. This camera tracks the character's head movement.

To set up an FPV camera

  1. Link the main camera to a tagpoint.

  2. Link the second camera to the character's camera bone.

  3. Position the second camera to 0,0,0.

  4. Assign the main camera in the Track View editor.