Improve and Standardize Camera Control for HUDs
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LVRXNZ Resident
Camera control is technically possible in Second Life through LSL (e.g. llSetCameraParams), but in practice it is inconsistent, limited, and not well-suited for modern HUD-based experiences.
Requested improvements:
Ensure camera control works reliably from HUD attachments (not only seated or vehicle contexts)
Allow smoother, more precise camera positioning and transitions
Provide clearer permission handling and user prompts
Reduce inconsistencies across viewers and attachment types
Why this matters:
Enables modern, app-like HUD experiences
Supports immersive interactions that depend on controlled viewpoints
Brings consistency to an already partially existing feature
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ladiablesse100bc Resident
I'd like to add other parameters to this.
Allow scripting (beyond RLVa scripts which rely on RLVa functions being on, using a viewer that supports them) to also control camera attributes, such as FOV, focal blur settings, glow settings, aperture, exposure/contrast/highlights, and so on. This would allow HUD's like LumiPRO or DollyCam to set up and save cameras that are more than just vector positions, but actual -cameras- such as are used in a real-world context. These factors are one of the pain points of SL photographers and videographers, in that they have to manually set these parameters, and then hope that the settings don't get messed up if they tap a hotkey by mistake, or they get a viewer crash or are forced to relog. DollyCam in particular would be a lot more full-featured, if it had real-world cam controls besides just position and facing.
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Issue tracked. We have no estimate when it may be implemented. Please see future updates here.
Spidey Linden
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