OG Camera
Skate 3's camera in skate.: its 12 mm fisheye lens, its low and high chase cams, its lazy swing, and its grind, manual and big air shots. Data only, no DLL.
By Kitty_Meow
CHANGELOG
Changelog
1.4.0
- Landings, drop-offs and big air no longer tilt the camera down to look at the ground: the camera stays near level, tilting only a little.
- The side offset is back: you sit off to the side of the picture again like skate.'s own camera, on the low and high cams, grinds and manuals.
- Following is less lazy: the camera turns to follow you faster.
1.3.0
Fixes from player reports:
- Low camera is low again: Skate 3's low chase cam (2 m straight behind, level), centred. 1.2.x raised it and could jump to a different height right after switching from the high camera.
- Landing on a slope keeps the camera nearer level instead of tipping down with the slope.
- In the air the camera follows you up less, so the board rises above it, like Skate 3. Big air looks up at you from level with you.
- High camera: no longer changes its starting pitch (steady-state look is unchanged).
1.2.1
- Grinds keep you in the middle of the picture like Skate 3's rail cam; manuals only slightly off to the side.
1.2.0
Matched frame by frame against Skate 3 footage:
- Low camera sits higher and looks down at you like Skate 3's (about 1.8 m up, 14 degrees down), with you in the middle of the picture instead of off to the side.
- High camera keeps you centred too.
- Grinds pull back a little so your whole body stays in shot.
- Low manuals are less extreme: 1.6 m away, tilted up 5 degrees.
- High manuals keep the high camera's height and look down at you instead of dropping to board level.
1.1.0
- Skate 3's fisheye on the gameplay camera, at every time of day.
- Skate 3's shots: rail cam on grinds, low close-up on manuals, pulled-back big air.
1.0.0
- First version: Skate 3's lens, low and high chase cams, and camera swing.