llSetCameraEyeOffset
void llSetCameraEyeOffset(vector Offset)Sets the camera eye offset used in this object if an avatar sits on it.
Parameters
-
Offset(vector)
- Setting this will not update the cameras of seated avatars; it will only affect avatars that subsequently sit down. The camera settings have to be prepared in advance.
- The offset is locally relative to the object. If you want it relative to the seated avatar (which likely has a custom sit rotation and offset) or the region, you must do the computation yourself.
ZERO_VECTORoffset will cancel any eye offset.- Camera position set by this function is a Prim Property. It will survive the script and it will survive prim taking and prim rezzing.
Examples
Section titled “Examples”// Sit the avatar looking at an arbitrary direction// Look over the avatar's shoulders from behind once it sits down
back_view(float degrees){ rotation sitRot = llAxisAngle2Rot(<0, 0, 1>, degrees * DEG_TO_RAD);
llSitTarget(<0, 0, 0.1>, sitRot);
llSetCameraEyeOffset(<-2, 0, 1> * sitRot); llSetCameraAtOffset(<2, 0, 1> * sitRot);}
default{ state_entry() { back_view( 208 ); llSay(0, "Please sit down"); }}