Flyby Cameras - the Basics
by 
		Uvavoo
These are the OCB settings available for flyby cameras.

		
		To Create a Simple Flyby Camera Sequence
		
		
		1. From the effects menu select flyby camera and place it in your scene. 
		You will notice the small 'cone' in front of the camera showing which 
		direction it is pointing in. You can change the direction by holding the 
		alt key down and using the cursor keys. Holding the Alt + Shift keys 
		increases the increment the camera turns.
		
		
		2. Select this camera and click on 'O' to get the OCB window up.

		
		Fig 2. Simple flyby sequence
		
		
		In the OCB settings chart above I have highlighted in red the buttons 
		which are pressed for most flyby sequences. They need only be pressed 
		for the FIRST camera in the sequence.
		
		
		3. You now need to enter the sequence number. You may have up to 7 
		sequences in one level.
		
		
		4. Enter the camera number. Each camera in the sequence must increment 
		by 1. 
		
		
		5. Leave the other settings as the defaults for now.
		
		
		6. The next step is to add your other cameras. Refer to Fig 2 to 
		complete your simple flyby sequence.
		
		
		To trigger your flyby, you simply trigger the first camera in the 
		sequence.

		
		Fig 3. Trigger set up
		
		
		In the trigger type window make sure the trigger is set to CAMERA. Don't 
		forget to click the ONE SHOT button to prevent the sequence from 
		looping.
		
		
		Ok Spielberg, test it out in game and check out your flyby.
		
		
		FLYBY CAMERAS - some more advanced techniques
		
		
		I have repeated the ocb table here for convenience.

First we are going to deal with the other OCB settings, namely Speed, Roll and FOV.

		
		Speed
		
		
		The higher the number, the faster the speed. Sounds obvious, but it is 
		not as simple as it sounds. Personally I never change the speed. Because 
		the game engine uses the distance between the cameras to interpret the 
		speed (in a linear fashion) I use this to change the speed of the camera 
		and do not further complicate things by changing the speed in the OCB. 
		See fig 4.

		
		Fig 4. Changing the speed of the camera by changing the distance between 
		the cameras rather than using the speed setting in the OCB. In this 
		sequence the camera will start off slowly and increase speed towards the 
		end.
		
		
		Roll
		
		
		This is quite a nice feature. Enter the number in the roll field 
		(degrees) and the camera will roll (bank) by that amount. Nice to bank 
		the camera when going round corners for example.
		
		
		FOV
		
		
		Field of view. A higher number in here causes the field of view to 
		increase, like widening the angle of the lens.
		
		
		* All 
		the above OCB's need to be applied to the camera it relates to.
		
		
		Heavy Trigger
		
		
		The flyby camera can trigger a heavy trigger. Simply open the OCB on the 
		camera you wish to trigger the heavy trigger and click on the 14 button 
		(activate heavy trigger). Place a heavy trigger under this camera to 
		trigger, say, a door opening. A whole sequence of events can be 
		triggered this way, rather like the 'rolling ball' trick.
		
		
		Cut Cams
		
		
		This is a very elegant and much underused feature in the level editor 
		mainly because of the difficulties in getting it to work properly. I 
		have found that by using 'dummy' cameras this technique works every 
		time. Basically what a cut cam does is jump to another camera in the 
		sequence. This can be done many times in one sequence and you can cut 
		between rooms if you wish. This is the technique I use.

		
		Fig 2
		
		
		In this example the camera will 'Cut' between 3 different rooms (doesn't 
		have to be different rooms can be all in the same room). The blue 
		cameras are the cutcams, the yellow cameras 
		are the cameras the cutcam jumps to, and the magenta are 
		the dummy cameras. To set up this sequence proceed as follows. 1. Set up 
		your camera sequene in the usual way. 2. Click on Camera 2 and open its 
		OCB, click on the grey 7 button in the timer filed enter the number 4, 
		because you want the camera to jump to this camera. Repeat the operation 
		with camera 6, typing 8 in the timer field. When in game the camera will 
		smoothly fly between camera 0 and 2 then cut to camera 4, smoothly fly 
		to camera 6 then cut again to camera 8 and finally smoothly fly on to 
		the end, camera 11.