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Debug_Camera#549755

<cat>Dev.Cinematic</cat> <title>Debug Camera</title> <upload src="739b0/8d7b02f4995fbbb.jpg" size="238322" name="rust-wiki_debug_header.jpg" /> # Getting Started Debug camera is a freecam view which can be used by server administrators and developers. ## Enabling Debug Camera Use the command `debugcamera` to toggle between the debug camera and player camera. By default the camera will be positioned inside the head of the player triggering the command. The command is best used when bound to a key - eg. `bind p debugcamera` # Transform Controls The controls for the debug camera are fairly straightforward and mostly mimic existing movement keys. <key>W A S D</key> - Position the camera <key>MOUSE</key> - Adjust the pitch and yaw of the camera (i.e. look around) <key>Q</key> - Raise camera height <key>E</key> - Lower camera height <key>Space</key> - Slows down the [movement speed](/rust/Debug_Camera#cameraspeed) of the camera by half when held down. <key>Space</key> - Slows down the [move speed](/rust/Debug_Camera#cameraspeed) of the camera by half when held down. ⤶ <key>Shift</key> - Speeds up the [move speed](/rust/Debug_Camera#cameraspeed) of the camera by double when held down.⤶ <key>Right Arrow</key> - Roll / rotate camera right or clockwise <key>Left Arrow</key> - Roll / rotate camera left or anti-clockwise <key>CTRL</key> + <key>MOUSE LEFT</key> / <key>MOUSE RIGHT</key> - Adjust roll / rotation of camera on the fly <key>UP Arrow</key> / <key>Down Arrow</key> - Adjust pitch of the camera angle (i.e. aim up or down) # Field of View <key>Z</key> or <key>+</key> - Zoom in (increase FOV amount) <key>C</key> or <key>-</key> - Zoom out (decrease FOV amount) <key>RIGHT MOUSE</key> + <key>MOUSE UP</key> / <key>MOUSE DOWN</key> - Adjust zoom (FOV amount) on the fly ## FOV Command You can also use the command `debugcamera_fov <value>` to set the zoom/FOV to a particular value. # Reset Camera Use the <key>R</key> key to reset the field of view and roll of the debug camera to it's default state. # Lock Camera Use `debugcamera_lock 1` to lock the debug camera in place. This prevents movement and FOV changes being made to the camera. To unlock the debug camera, use `debugcamera_lock 0` # Speed Controls Below are the available commands for controlling speed properties of the debug camera. ## Camera Speed `camspeed <amount>` - Sets the movement speed of the camera. Default value is `1`. ## Look Speed `camlookspeed <amount>` - Sets the look speed of the camera. Default value is `1`. An amount of `0` will lock the camera angle and prevent mouse movement to aim the camera. ## Zoom Speed `camzoomspeed <amount>` - Sets the zoom speed of the camera when using [FOV](/rust/Debug_Camera#fieldofview) controls. Default value is `1`. # Lerping These commands are useful for adding smoothed movement to certain properties of the debug camera. ## Camera Lerp `camlerp <amount>` - Add lerping (smoothing) to the debug camera's movement. Default value is `1`. Lower values such as `0.01` will provide smoother results to movement of the camera. `camlerptilt <0/1>` - Enable/disable tilt and roll locomotion for lower lerp values. ## Zoom Lerp `camzoomlerp <amount>` - Adds lerping to the camera's zoom movement. Default value is `1`. Useful for adding smoother movement to FOV adjustments. Lower values = smoother motion. # Save Points Use the command `debugcamera_save <name>` to save the position, angle, fov and roll of the camera. You can also use the command `debugcamera_savetofile <name>` to save the camera state as a **.cam** text file, which is stored in a folder called "camsaves" in the game's root directory. Load a camera save point or **.cam** file by using the command `debugcamera_load <name>` <note>Camera save points can be called on any level, server or [demo file](/rust/Demos). Saving a camera point with the same name will overwrite the previous save state with no warning.</note> ## Auto Save `debugcamera_autosave <0/1>` - Automatically save the debug camera state when toggling it. This will save / retain the position, angle, fov and roll of the camera. ## Auto Load `debugcamera_autoload <0/1>` - Automatically load the debug camera state when toggling it. ## Preserve `debugcamera_preserve <0/1>` - Preserve the initial debug camera state through game restarts. ## List Save Points `debugcamera_list` - Prints out all of the saved camera points; including name, position, rotation and zoom. The total number of saved camera points is printed at the bottom of the list. A separate section labelled 'files' is listed for all **.cam** files stored in the "camsaves" directory. ## Clear Saves Use the command `debugcamera_clear` to remove all camera save points. # Camera Unfreeze Use the command `debugcamera_unfreeze` to unfreeze player controls whilst remaining in the debug camera view. This also currently causes the debug camera to track the movement origin of the player. # Camera Parenting Use the command `bind <key> +debugcamera_targetbind` to bind a key of your choosing to toggle camera parenting. When using debug camera, press your key bind to parent the camera to an entity being looked at. Press the same key to un-parent the camera from the entity and return to normal free-cam. ## Orbit Controls Once parented, move the mouse to orbit the camera around the entity and [targeted bone.](/rust/Debug_Camera#bonetargeting) <key>UP Arrow</key> / <key>Down Arrow</key> keys will orbit the pitch axis of the targeted entity. <key>CTRL</key> + <key>Left Arrow</key> / <key>Right Arrow</key> keys will orbit the yaw axis of the targeted entity. <key>Left Arrow</key> / <key>Right Arrow</key> keys will roll / rotate the camera as normal. You can also dolly the camera in/out of the targeted entity (aka move closer or further away) by using the following commands: * `bind <key> +debugcamera_dollyforward` * `bind <key> +debugcamera_dollyback` Orbit speed can be specified using the [camlookspeed command](/rust/Debug_Camera#lookspeed). Additionally, the [camera lerping](/rust/Debug_Camera#lerping) commands will also affect the smoothness of the orbit's movement. Here's an example of the debug camera orbiting around a parented player and dollying in/out. <upload src="739b0/8d7bffa9fffefdd.mp4" size="16612722" name="debugcamera_parenting_orbit.mp4" /> ## Parent Offset You can offset the position of the parented camera by using the basic [camera transform controls](rust/Debug_Camera#transformcontrols), which can be particuarly useful if you still want to target an entity but re-position the camera's origin. Use <key>Shift</key> + <key>R</key> to reset the offset transform and return the debug camera to it's original orbit position. ## Bone Targeting By default, the debug camera will target the root bone of the nominated entity when parenting to it. Use the command `bind <key> +debugcamera_cyclebone` to cycle between different bones of an entity. The console will print out the name of the targeted bone each time you use the key bind. You can also use the command `cambone <bonename>` to manually parent the debug camera to a specific bone. Using `cambone` without a specified bone name will return the name of the bone currently targeted. ## Bone Rotation `debugcamera_bonerotation <0/1>` - Applies the target bone's rotation to the debug camera. Default value is `0`. Here's an example of the debug camera targeting the head bone of a Horse with bone rotation enabled. <upload src="739b0/8d7bff9268094c7.mp4" size="4719405" name="cambone_head_horse.mp4" /> # Camera Guides Use the command `debugcamera_guide <0-4>` to enable different types of camera guide overlays. These are useful for helping frame particular compositions in your videos and images when using the debug camera. Default value is `0` which disables the guide overlay. You can also assign a [custom color](/rust/Debug_Camera#guidecolor) to the guide overlay. ## Rule of thirds Use `debugcamera_guide 1` to enable a rule of thirds guide for the debug camera. <upload src="739b0/8d7c00150950331.jpg" size="804886" name="debugcamera_guide_1.jpg" /> ## Golden Ratio Use `debugcamera_guide 2` to enable a golden ratio fibonacci guide for the debug camera. <upload src="739b0/8d7c001934a9a39.jpg" size="873177" name="debugcamera_guide_2.jpg" /> ## Aspect Ratio Use `debugcamera_guide 3` to enable an aspect ratio guide for the debug camera. Set a custom aspect ratio by using `debugcamera_guide_aspectratio <value>` - for example `1 1` will be a square ratio. The aspect ratio being applied is printed in the top-left corner of the guide. <upload src="739b0/8d7c0020713e7e2.jpg" size="459242" name="debugcamera_guide_3.jpg" /> ## Crosshair Use `debugcamera_guide 4` to enable a crosshair guide for the debug camera. <upload src="739b0/8d7c0022bb7abdb.jpg" size="490565" name="debugcamera_guide_4.jpg" /> ## Guide Color Use `debugcamera_guide_color <value>` to set the color of the above guides. The value parameter is measured in RGBA values. # Physical Camera Mode The following convars allow the debug camera to use physical camera properties in order to mimic real world measurements, e.g. using common camera sensor types and specific focal lengths. In most cases, using these settings can help make your camera feel more true to life. If you're familiar with photography, these settings should feel right at home for you. ## Enable Physical Camera Use `camphysical 1` to enable physical camera mode for the debug camera. To revert to default camera behaviour, use `camphysical 0` ## Sensor Types The first step with physical camera properties is to select a sensor size/type. Use `camphysicalsensortypes` to print out a list of camera sensor types, followed by an ID number. Below is a list of the available camera sensors to choose from: - 8mm `0` - Super 8 `1` - 16mm `2` - Super 16 `3` - 32mm Perf `4` - 35mm Academy `5` - Super 35 `6` - 65mm ALEXA `7` - 70mm `8` - 70mm IMAX `9` - ALEXA LF `10` - ALEXA 35 `11` By default the debug camera will use 'Super 35' as the chosen sensor. Use `camphysicalsensor <0-11>` to set the debug camera to a different senor type. The number you use in this command corresponds with the ID numbers printed at the end of each sensor name in the [sensor types list](/rust/Debug_Camera#sensortypes). For example, if you wanted to select '65mm ALEXA' you would use `camphysicalsensor 7` ## Focal Length The final step is to choose a focal length for the debug camera's lens. Use `camphysicalfocallength <number>` to set the FOV for the debug camera, where `<number>` is the focal length measured in millimeters (mm) For example, use `camphysicalfocallength 50` to set the focal length to a **50mm** equivalent lens. # Camera Info UI <upload src="739b0/8db13a16c589243.jpg" size="270568" name="caminfo_ui.jpg" /> Use `showcaminfo 1` to enable UI with camera information whilst in debug camera view. When enabled, an overlay will be displayed at the top of the screen containing the following information: - Camera FOV - Depth of field aperture and blur values - Camera lock status [(debugcamera_lock)](/rust/Debug_Camera#lockcamera) - Sensor type (if physical camera mode is enabled) - Focal length (if physical camera mode is enabled) # Camera Shake Use `debugcamera_shake (amplitude, frequency, duration)` to begin a camera shake. - Amplitude adjusts the intensity of the shake (higher values result in a longer and smoother shake) - Frequency adjusts the rate at which the shake repeats (higher values result in a quicker more vigorous shake) - Duration changes both the variables above, with a shorter duration resulting in a heavier, more chaotic shake, whereas a longer duration will stretch the shake to complete over a longer period of time. Using `debugcamera_stopshake` will force the shake to end.