Source Filmmaker

Source Filmmaker

360 Panoramic Camera setup
23 Comments
fryebrayden58 21 Aug @ 12:03am 
the vid fucking scared me god damn its loud
Roman 9 Mar @ 10:33am 
W
Garry 23 Mar, 2022 @ 5:12am 
What a great fucking video lol
Angri 27 Aug, 2018 @ 5:38am 
What an awful fucking video lol
✞KAGE✞ 17 Jul, 2018 @ 1:53pm 
@90sGDSP create a camera, and give it the rig that says panoramiccamera.py, then multiple cameras will be created named Front, Back, Right, etc.
skyflightmusic 17 Jul, 2018 @ 9:24am 
can someone tell me how to use/spawn this?
Fames  [author] 17 Jul, 2018 @ 4:13am 
The script now has working rotations
krening 15 Jul, 2018 @ 3:19pm 
Thanks :3
Delta Aether 14 Jul, 2018 @ 10:19pm 
Oh. my. god. Ive been wanting to do this for so long, but never figured it out lol
Patrick Jr. 13 Jul, 2018 @ 6:48am 
Pumping out the good stuff I see! keep up the awesome stuff :D
Kumquat [Velbud] 12 Jul, 2018 @ 1:40pm 
Just an idea. In the mean time, we can manage by just locking it onto a folly model. :)
Fames  [author] 12 Jul, 2018 @ 9:00am 
Might try reverse "engineering" that script you talked about in the next few weeks, I'm not at home for 2 weeks.
Kumquat [Velbud] 12 Jul, 2018 @ 8:53am 
You may have to add a separate node for that, Fames, but Ive not programmed in Source so I cannot say for sure if there is a way to do it. However, if you want an inspiration for figuring out how to solve your issue, you can try either looking at Bear's Camera Script (which contains a node control that you can reverse parenting to so that it works to how you wish), or you can simply bypass this by parenting these cameras to an invisible object and have animators do it themselves. If episoder or anyone else has a better idea than what I shared, you and I are all ears. :)
Fames  [author] 12 Jul, 2018 @ 7:31am 
Ok. To be honest, SFMs way of handling angles (quaternion) is way too difficult for me, it also doesnt just let me copy/paste it from other cameras so i have no clue how to rotate them via the script. If anyone knows how I'd do it, hit me up
Kumquat [Velbud] 11 Jul, 2018 @ 1:51pm 
episoder, it IS possible. The only issue is that I need to transform it. A cube that can be turned into a sphere should work conceptually to be a cubemap. I set it aside for now because I confirmed a method of bubble making in SFM, at the very least faking it. It takes the conceptual look of the reflection Flytrap used and transfers it onto a simple sphere model. The issue, as I documented is the UVMapping and continuity. If you want to talk about it more and legit work on it, you can help me out with ideas for how to get it working. ;)
DaGlassMan4797 11 Jul, 2018 @ 1:22pm 
You're officially my new favorite SFM workshopper. Don't ever stop.
ArachnitCZ 11 Jul, 2018 @ 1:15pm 
please never leave this workshop, youre the only one that makes actual useful good stuff and the last hope for this place
Probable Orange 11 Jul, 2018 @ 1:09pm 
You can use this same trick to create a point light. Think you can edit your script to do that as well?
Raph! 11 Jul, 2018 @ 12:43pm 
I love you.
episoder 11 Jul, 2018 @ 11:47am 
neat idea.

@Velbud [Phys Experiment] you still trying to get this to work? how do you render into a cubemap? you don't.
Fames  [author] 11 Jul, 2018 @ 11:19am 
ok i may have forgotten to also rotate the camera's with the script, I will fix that tomorrow™
Kumquat [Velbud] 11 Jul, 2018 @ 11:00am 
I used to have to do this by hand. Good thing this was made to make this a lot easier. Ill see if I can apply it as a cubemap measurement assessment (in other words, faking real time reflection). Thanks dude!
Hantaj 11 Jul, 2018 @ 10:55am 
I remember when I tried to do something like this after this guide. This script will be very helpful, thanks :D