User Guide (Version 1.16)

Blending a Camera

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn more about legacy features, see the Amazon Lumberyard Legacy Reference.

You can blend a camera in and out of a camera-controlled sequence.

To use the default game camera in a sequence, add a keyframe under the Director node on the Camera track. Be sure to leave the camera Key property set to None. Use this as the last keyframe on the Director node Camera track in your sequence in order to transition the last used sequence camera to the default game camera when playing the keyframe.

Blending Within a Sequence

To create a series of jump cuts from one camera to another camera in a sequence, place keyframes on the Director node Camera track. The Director node uses the Camera key property for each keyframe to determine which camera to switch to.

Blended camera keyframes will blend the position, rotation, field of view, and near-Z properties of the current camera into the next camera on a Director node Camera track. This allows the cut to appear as a continuous single camera motion rather than an abrupt jump cut.

To create a blended camera key, select the keyframe on the first camera of the blend. Then set the Blend time key property to a value greater than zero. This is the time in seconds over which the blend will occur.

The following figure shows an example for Camera1.


In this example, if you have added the first camera as a track view node for Camera1, you must set at least one keyframe for the Position, Rotation, and FoV when using blended sequence cameras.

Blending Into a Sequence

When blending into a sequence using Flow Graph, place the camera inside a large trigger that encloses the entire sequence. If you do not do this, snapping can occur when starting the sequence. For best results, set values between 0.5 and 2.0 for BlendPosSpeed and BlendRotSpeed in the Animations:PlaySequence node that is used to start the sequence.

Use the Animations:PlaySequence node to slow down player motions so that jumps, sprints, and slides transition more smoothly.

Blending Out of a Sequence (First-person Games)

When blending a camera out of a sequence, use the Entity:BeamEntity node to set the player to the end of the sequence. Position the Entity:EntityPos tag point below or slightly behind the last camera position for a good transition. Be sure to connect either the Done or Finished outputs for the Animations:PlaySequence node directly to the Beam input of the Entity:BeamEntity node.

Do not use game tokens or other logic in between transitions, otherwise a previous player position may be visible for a few frames before beaming to the final position.

Occasionally the player's last movement input is stored and remains active after the sequence, causing the player to continue to walk even though no key is pressed. To prevent this, use the Actor:ActionFilter node, and enable the Filter=cutscene_player_moving input at the start of the sequence and disable it at the end of the sequence.

Transitioning to the Active Game Camera in the Track View Editor

In the Track View editor, you can set the sequence camera by adding a Director node and adding keys to the Camera track. If a Camera track is set to None, the sequence camera uses the active game camera.