SkeletonAnimatedCamera
v1.4.8
Drives an entity tagged camera_instance from a bone on this entity's skeleton. SkeletonName and AnimationName pick the clip. BoneIndex picks the bone.
Find placed ones in the Scene panel with s:SkeletonAnimatedCamera. See Filter.
Where you put it
Add it to an empty entity in a cutscene. The scene also needs an entity tagged camera_instance. The three vanilla cutscenes leave AnimationName empty, so they do not build a skeleton until that name is set.
What you set
The cutscenes store this order. Restart is a button, so it is not in the saved rows.
| Panel field | What to do with it |
|---|---|
| SkeletonName | Skeleton to create. Default human_skeleton. The cutscenes store that. |
| BoneIndex | Bone the camera follows. The cutscenes store 0. |
| AttachmentOffset | Shift added after the bone frame. The cutscenes store 0, 0, 0. |
| AnimationName | Clip played on that skeleton. Empty skips the skeleton. The cutscenes store empty. |
| Restart | Builds the skeleton again and resyncs animation points in the scene. |
Changing SkeletonName or AnimationName rebuilds the skeleton when both names are set.
What it does
Each tick, if the skeleton exists, the entity tagged camera_instance is moved to BoneIndex plus AttachmentOffset. The listener moves with that frame.
Where it lives
Managed script. No prefab stores it. Three SandBox cutscenes do.
Examples
Faction-join cutscene. SandBox\SceneObj\scn_cutscene_factionjoin. Entity DELETE. Skeleton human_skeleton, bone 0, offset zero, animation empty.
Heir coming of age. SandBox\SceneObj\scn_cutscene_heir_coming_of_age. Entity empty_object at about 54, 53. Same four values.
Female coming of age. SandBox\SceneObj\scn_hero_come_of_age_female. Entity empty_object at the same numbers. Same four values.