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camera

Syntax

    member(whichCastMember).camera(whichCamera)
    member(whichCastMember).camera[index]
    member(whichCastMember).camera(whichCamera).whichCameraProperty
    member(whichCastMember).camera[index].whichCameraProperty
    sprite(whichSprite).camera{(index)}
    sprite(whichSprite).camera{(index)}.whichCameraProperty

Description

3D element; an object at a vector position from which the 3D world is viewed.

Each sprite has a list of cameras. The view from each camera in the list is displayed on top of the view from camera with lower `index` positions. You can set the `rect` property of each camera to display multiple views within the sprite.

Cameras are stored in the camera palette of the cast member. Use the `newCamera` and `deleteCamera` commands to create and delete cameras in a 3D cast member.

The `camera` property of a sprite is the first camera in the list of cameras of the sprite. The camera referred to by `sprite(``whichSprite``).camera` is the same as `sprite(``whichSprite``).camera(1)`. Use the `addCamera` and `deleteCamera` commands to build the list of cameras in a 3D sprite.

See 3D Lingo by Feature for a complete list of camera properties and commands.

Examples

This statement sets the camera of sprite 1 to the camera named TreeCam of the cast member named Picnic.

    sprite(1).camera = member("Picnic").camera("TreeCam")

This statement sets the camera of sprite 1 to camera 2 of the cast member named Picnic.

    sprite(1).camera = member("Picnic").camera[2]

See also

`backdrop`, `overlay`, `modelUnderLoc`, `spriteSpaceToWorldSpace`, `fog`, `clearAtRender`