A B C D E F G I J K L M N O R S T U V W

SL includes both first-person and third-person camera modes. By disconnecting the camera from the avatar (to around 50m max away [see Notes below]), a lot more can be done otherwise. Some uses of the camera functions are for vehicles and machinima.

Functions

Function Description
llClearCameraParams Resets all camera values to their defaults.
llSetCameraParams Sets camera parameters.
llForceMouselook Sets camera to mouselook if an avatar sits on the object.
llGetCameraPos Gets current camera position for agent.
llGetCameraRot Gets current camera rotation for agent.
llReleaseCamera Returns camera to agent.
llSetCameraAtOffset Sets camera offset (position) to look at if an avatar sits on the object.
llSetCameraEyeOffset Sets camera eye offset if an avatar sits on the object.

 

Camera Modes

  1. Seated Avatar
    1. Normal sitting camera (llSetCameraEyeOffsetllSetCameraAtOffset)
    2. Scripted “follow camera” (llSetCameraParams)
  2. Standing Avatar
    1. Normal avatar camera
    2. Scripted “follow camera”
  3. ALT-Zoom
    1. Another object or avatar
    2. A fixed point in space or the ground
  4. Customize Avatar Mode
  5. Mouselook

Hitting Esc in modes 3-5 will pop out to modes 1-2, depending on the situation (whether you are sitting or not, for example).  When grabbing/touching, the camera mode is 3b where the camera is locked to a fixed point in space. It isn’t a special “grab” camera but just a variation of alt-zoom.  Scripted camera controls with llSetCameraParams are not active when in alt-zoom, customize avatar mode, or mouselook.

Notes

  • Camera controls are only supported for scripts in objects that are attached to an avatar, or upon which an avatar is sitting. Attempts to use them in stand-alone objects result in the error: “Camera control currently only supported for attachments and objects on which you are sitting.” (1.13.1 (5)). Camera tracking, however, will work with unattached or non-vehicle objects.
  • It seems like the camera does not always release properly when unsitting an avatar even though permissions are lost. Its useful to call llReleaseCamera before every llUnSit();.
  • The camera can often not behave as one would desire. For example, when zooming in on a masked-textured prim/object, the camera may move beyond it if the mouse was clicked on a transparent part of the masked texture.
  • The camera may zoom in unexpectedly when rotated around due to its collision detection with the ground and invisible (transparent) objects.
  • You can unlock the 50m limit by going into the Debug menu (press Ctrl+Alt+D to activate) in the Client tab, and by clicking “Disable Camera Constraints”.

 

Q: How do I take a snapshot with LSL?
A: You can’t. You need both a client (to render the image) and a user (to push the button) to take a snapshot. Short of some sort of macro system running on your computer, there’s no way to automate this process.