Skip to content

zCCSCamera

Quick Infos

Type: Virtual Object
Format Name: ZenGin Archive
File Extension: .ZEN
Class Name: zCCSCamera
Version Identifiers:
β€” Gothic I: 30720
β€” Gothic II: 33793
ZenKit Class: VCutsceneCamera
Sources:
β€” gothic-library.ru
β€” zk.gothickit.dev

Class members

Class member overview

camTrjFOR

The coordinate system of the key frames of the camera trajectory.

Accepted values:

  • WORLD β€” Positions are relative to the global world coordinate system.
  • OBJECT β€” Positions are relative to the position of the camera object in the previous frame. Essentially, when the camera travels along the keyframes each subsequent keyframe's position is relative to the position of the previous keyframe. The position of the first keyframe is relative to the initial position of the camera.

targetTrjFOR

The keyframe coordinate system of the target camera trajectory.

Accepted values:

  • WORLD β€” Positions are relative to the global world coordinate system.
  • OBJECT β€” Positions are relative to the position of the camera object in the previous frame. Essentially, when the camera travels along the keyframes each subsequent keyframe's position is relative to the position of the previous keyframe. The position of the first keyframe is relative to the initial position of the camera.

loopMode

The repetition mode of the camera animation.

Accepted values:

  • NONE β€” The camera animation stops after the last frame is reached.
  • RESTART β€” The camera animation starts from the beginning after the last frame is reached. The ModKit states, that this is only useful if the animation is to be interrupted by scripts or triggers.
  • PINGPONG β€” The camera animation re-plays the keyframes in reverse order after reaching the last frame.

splLerpMode

Adjust camera orientation while moving.

Accepted values:

  • UNDEF β€” Unset.
  • PATH β€” The camera's orientation is specified by the slope of the target path spline.
  • PATH_IGNOREROLL β€” The camera's orientation is similar to PATH with the only difference being that the camera's XZ plane is always parallel to the world's XZ plane.
  • PATH_ROT_SAMPLES β€” The camera's orientation is based on the keyframes.

ignoreFORVobRotCam

Determines whether the orientation to reference VOB objects should be taken into account when passing through key frames.

Accepted values:

  • TRUE β€” Orientation to VOB reference objects is ignored. This can be useful if VOB objects appear that are calculated by the rotation animation. After this, the orientation is taken into account only once at the beginning of the movement.
  • FALSE β€” Orientation is not ignored.

ignoreFORVobRotTarget

Determines the need to take into account the orientation of target key frames to reference VOB objects.

Accepted values:

  • TRUE β€” Orientation to VOB reference objects is ignored. Orientation to VOB reference objects is ignored. May be necessary when rotation of reference VOBs defines animation. After this, the orientation is taken into account only once at the beginning of the movement.
  • FALSE β€” Orientation is not ignored.

adaptToSurroundings

Indicates the need for dynamic adaptation to the environment.

Accepted values:

  • TRUE β€” Enable adaptation.
  • FALSE β€” Disable adaptation. The camera will not adapt to its environment. Useful in cases where the keyframes in the world have taken an absolute position (i.e. the camTrjFOR parameter is set to WORLD).

easeToFirstKey

Gives a smooth transition of camera position from the first keyframe to the last, if possible.

Accepted values:

  • TRUE β€” Smooth transition if possible.
  • FALSE β€” No smooth transition.

easeFromLastKey

Gives a smooth transition of camera position from the last keyframe to the first, if possible.

Accepted values:

  • TRUE β€” Smooth transition if possible.
  • FALSE β€” No smooth transition.

totalTime

The duration of the camera animation in seconds.

autoCamFocusVobName

The name of the VOB object which the camera will automatically focus.

autoCamPlayerMovable

Indicates whether the player will be able to move when moving the camera animation.

Accepted values:

  • TRUE β€” The player will be able to move.
  • FALSE β€” The player is motionless.

autoCamUntriggerOnLastKey

Emit an OnUntrigger event after reaching the last animation frame.

autoCamUntriggerOnLastKeyDelay

Unclear.

numPos

The number of position key frames for the camera animation.

Warning

This property is not available in the Spacer.

numTargets

The number of target key frames for the camera animation.

Warning

This property is not available in the Spacer.

paused

Unknown.

Warning

This property is only available in saved games made using Gothic II.

started

Unknown.

Warning

This property is only available in saved games made using Gothic II.

gotoTimeMode

Unknown.

Warning

This property is only available in saved games made using Gothic II.

csTime

Unknown.

Warning

This property is only available in saved games made using Gothic II.


  1. A list of position key frames. The number of items is indicated by the numPos property. ↩↩↩↩

  2. A list of target key frames. The number of items is indicated by the numTargets property. ↩↩↩↩