Cameras


To view and navigate arround the preview window, you need to use cameras. Particle Storm's cameras function in an identical manner to LightWave's camera. You can choose to parent a Particle Storm camera to LightWave's camera, thereby giving you the same view as you would have in Layout.

Camera Creation
To create new camera right click on "Camera" and select "Create". This will create an instance of a camera.
Camera Manipulation.
Right clicking on the Camera instance will bring up the following choices:
  • Clone: Makes a copy of this camera. All parameter values and envelopes are copied.
  • Delete: Deletes the camera.

Mouse input:
  • Left clicking and dragging the mouse in the OpenGL preview window will affect the position of the camera.
  • Left clicking and dragging the mouse while holding down the [ctrl] key will affect the Orientation of the camera.
  • Holding down the [alt] key while dragging the mouse will effect the position of the Camera Target if one is used.
  • If multiple cameras are created, you can toggle between the cameras by entering the numeric value of the instance. For example, the first camera would be the number one, and the second camera would be the number two.
Camera Parameters
Name: The name of the Camera.
Position [x,y,z]: Location in world coordinates for the camera.
Orientation [h,p,b]: Heading, Pitch, and Bank of the camera.
Zoom: Zoom factor.
Use Target: [on/off] Similar to the "center" feature in LightWave.
Target [x,y,z]: The position in space of the target. The target appears as a yellow crosshair on the OpenGL preview window. Select an axis and drag the mouse in the preview window. The Y-axis is always the right mouse button.
Projection: [select] Perspective or Front, Top, and Side views.


Quick Tip: Creating a Layout Camera.
    If you want the Particle Storm camera to be the same as the Layout camera, follow these steps:
  • Step 1) Select any camera.
  • Step 2) Drop down the list for Parent and select Camera.


NOTE: Parenting can also be done on a channel-by-channel basis (i.e. X Position, Heading, etc.). For more information on using Layout items for controlling parameters, consult the section titled "Layout Items".