llSetMouselookParams - Mouselook Camera Controls
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Alkaia Exonar
llSetMouselookParams(list rules);
Add the capacity to affect the mouselook camera. In particular, the following main features:
MOUSELOOK_TRAVERSE, float radians: Sets maximum traversal speed/sensitivity
This would allow for slowing down mouselook, to mimic things like turrets or vehicles that take time to rotate.
MOUSELOOK_POSITION, vector position: Sets mouselook camera position
MOUSELOOK_FOCUS, vector position: Sets mouselook focus/rotation point
The pair of these could allow for several different interesting usecases, primary amongst them the ability to have a "third person camera" that operates with a locked mouse - this would be excellent for vehicle usage in general. Additionally, being able to offset the mouselook location would allow for things like sitting avatars inside a vehicle, while placing their camera view outside on the turret they are controlling.
A new option that allows for showing avatar in mouselook only when mouselook is offset would be a cherry on top, but is certainly not needed.
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IceCold Skytower
Mouselook position would be utterly useful, it just came up on conversation while driving cars in SL, that it would be really nice to affect and change mouselook position so you could "lean to see out windows" or see the dashboard,
It could also add that as a permanent offset like how you can adjust seat position in certain cars.
It could be also in the viewer like how you can adjust your 3rd person camera.
It is silly to make the avatar sink into the seat just to see out the front window when you are too tall for a vehicle.
hacker Resident
SL really needs this, and it would make things like melee weapons a lot less annoying to use, first-person mouselook for melee weapons is not ideal at all
Tactical UwU
Our inability to interact with the mouselook camera prevents a lot of really cool and unique interactions both from a balancing perspective as well as an immersive one.
It should be tied to a permission/experience request to prevent griefing, and creators will need to come up with solutions to avoid burdening those that are photosensitive, suffer from motion sickness, or anything else else that may adversely affect their experience.
Being able to interact in the way that can induce things like screenshake, recoil, etc. would open up a several new options for developers to better immerse players.
Signal Linden
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rhet0rica Resident
I think some of these would be better served by having the player's camera viewpoint tied to a prim, i.e. the actual turret or vehicle rather than just mimicking it. With or without mouselook, there's no way to do a cinematic dolly cam in SL currently, even with RLV. That's been a huge pain for my isometric top-down game project!
Alkaia Exonar
rhet0rica Resident I think that would also be an excellent idea with a lot of excellent use cases, though I'd think there would be use cases for both follow and not follow, so it should be a separate option :)
Vincent Nacon
We also need 3rd person view mode as well, basically locking the camera to mouse movement, so we don't have to hold down left click on our avatar, just to have that.