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{{game icons|p=y|p2=y|p3=y|p4=y|hp=y}}
{{game icons|p=y|p2=y|p3=y|hp=y}}
{{otheruses|the regular in-game camera|the KopPad app|KopPad#Camera|t1=KopPad|the treasure|Smile Detector}}
{{otheruses|the regular in-game camera|the KopPad app|KopPad#Camera|t1=KopPad|the treasure|Smile Detector}}


The '''camera''' is the viewpoint from which the player can see the action in a game's world. In the main [[Pikmin series|''Pikmin'' games]], the camera can be adjusted by the player, in order to ensure that they can normally navigate through the [[area]]s and [[cave]]s while being able to see what they're doing effectively.
The '''camera''' is the viewpoint from which the player can see the action in a game's world. In the main [[Pikmin series|''Pikmin'' games]], the camera can be adjusted by the player, in order to ensure that they can normally navigate through the [[area]]s and [[cave]]s while being able to see what they're doing effectively.


During normal gameplay, the camera is above ground level, pointing down, but some [[cutscene]]s move the camera automatically, as well as some tutorials and cinematic routes in ''[[Pikmin 3]]'', such as the pathway leading up to a [[boss]]. Some [[segment]]s and levels play out on a fully 2D view, with the camera at ground level to the side of the action. Thus is the case of the [[seesaw block]] segment on the [[Garden of Hope]]. In ''Pikmin 3'', the camera may also move up if there is an obstruction in the way blocking the view, like a [[plant]], and when it needs to show a different segment of the area when switching leaders, it first fades out from the current one and then fades in on the new area; this process pauses the game slightly.{{cite youtube|wvme1KlOmE0|showing how the game pauses briefly when the camera changes area sections}}
During normal gameplay, the camera is above ground level, pointing down, but some [[cutscene]]s move the camera automatically, as well as some tutorials and cinematic routes in ''[[Pikmin 3]]'', such as the pathway leading up to a [[boss]]. Some sections and levels play out on a fully 2D view, with the camera at ground level to the side of the action. Thus is the case of the [[seesaw block]] section on the [[Garden of Hope]]. In ''Pikmin 3'', the camera may also move up if there is an obstruction in the way blocking the view, like a [[plant]], and when it needs to show a different section of the area when switching leaders, it first fades out from the current one and then fades in on the new area; this process pauses the game slightly.{{cite youtube|wvme1KlOmE0|showing how the game pauses briefly when the camera changes area sections}}


In {{hp}}, the camera will simply follow where [[Captain Olimar]] is so that, whenever possible, he'll a always be in the center of the bottom screen. However, when cutscenes play the camera changes to focus on them.
In {{hp}}, the camera will simply follow where [[Captain Olimar]] is so that, whenever possible, he'll a always be in the center of the bottom screen. However, when cutscenes play the camera changes to focus on them.


==Controlling the camera==
==Controlling the camera==
[[File:Pikmin 2 ground camera.jpg|thumb|The camera at ground-level in ''Pikmin 2''.]]
[[File:Pikmin 2 ground camera.jpg|thumb|right|The camera at ground-level in ''Pikmin 2''.]]
{{main|Controls}}
{{main|Controls}}
There are a few controls that allow the player to manipulate the camera's direction. In the first two games, some extra controls change the camera's position as well, given that the [[GameCube]] and the [[Wii]]'s visual outputs weren't deemed good enough to both get a large picture and allow the player to distinguish the finer details, such as their Pikmin.
There are a few controls that allow the player to manipulate the camera's direction. In the first two games, some extra controls change the camera's position as well, given that the [[GameCube]] and the [[Wii]]'s visual outputs weren't deemed good enough to both get a large picture and allow the player to distinguish the finer details, such as their Pikmin.
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The camera can also be rotated horizontally with {{button|wiiu|rstick|wiiu|pcrstick}} on the Wii U Pro Controller or GamePad, by holding a press near the left or right edges of the screen with the stylus controls, or by pointing at the left or right edges of the screen with the Wii Remote. When using the Wii Remote or the stylus mode, having the leader walk left or right will make the camera smoothly rotate in order to gradually show what is ahead of the leader. Much like the manual camera rotations, this automatic smooth rotation also doesn't make the leader change direction; the player must change their movement input so that it starts behaving according to the new camera angle.
The camera can also be rotated horizontally with {{button|wiiu|rstick|wiiu|pcrstick}} on the Wii U Pro Controller or GamePad, by holding a press near the left or right edges of the screen with the stylus controls, or by pointing at the left or right edges of the screen with the Wii Remote. When using the Wii Remote or the stylus mode, having the leader walk left or right will make the camera smoothly rotate in order to gradually show what is ahead of the leader. Much like the manual camera rotations, this automatic smooth rotation also doesn't make the leader change direction; the player must change their movement input so that it starts behaving according to the new camera angle.
===''Pikmin 3 Deluxe''===
{{game help|p3d|Document how the camera differs from ''Pikmin 3'', and remember to document how the camera turns when using a single Joy-Con.}}


==Impact on gameplay mechanics==
==Impact on gameplay mechanics==
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===Off-camera objects===
===Off-camera objects===
{{stub|section=y}}
{{stub}}
In order to save resources, {{p1}} and {{p2}} only fully process objects if they are visible by the camera. As such, the player can exploit this in order to render some enemies harmless.
In order to save resources, only elements visible by the camera are fully active. As such, the player can exploit this in order to render some enemies harmless.


In ''Pikmin'', [[enemies]] have three rough states of activation. If they are visible on-camera, they are fully active, and act like normal. If they're outside of the camera's view, but still close, they will only be rendered and processed every other [[frame]]. This becomes apparent with tools such as a free camera mode in emulators, although it is possible to tell that enemies are only processed at half speed by listening: one can approach a sleeping [[Bulborb|Spotty Bulborb]] or [[Spotty Bulbear]], put them in sight of the camera, and take note of the interval between snores. Then, by leaving the enemy just outside of the camera's reach, it is possible to hear the snores come half as frequently. One can also tell that objects are rendered every other frame by keeping a damaged [[Pellet Posy]] on the bottom of the screen while the camera is zoomed in to the closest method, and then moving forward until the plant is off-camera, but the [[HUD#Health wheel|health wheel]] is still visible – the wheel will blink rapidly.
In ''Pikmin'', [[enemies]] have three rough states of activation. If they are visible on-camera, they are fully active, and act like normal. If they're outside of the camera's view, but still close, they will only be rendered and processed every other [[frame]]. This becomes apparent with tools such as a free camera mode in emulators, although it is possible to tell that enemies are only processed at half speed by listening: one can approach a sleeping [[Red Bulborb]] or [[Spotty Bulbear]], put them in sight of the camera, and take note of the interval between snores. Then, by leaving the enemy just outside of the camera's reach, it is possible to hear the snores come half as frequently. One can also tell that objects are rendered every other frame by keeping a damaged [[Pellet Posy]] on the bottom of the screen while the camera is zoomed in to the closest method, and then moving forward until the plant is off-camera, but the [[HUD#Health wheel|health wheel]] is still visible – the wheel will blink rapidly.


The third state is when an enemy is completely disabled. By being off-camera and far away (at least around the size of a Bulborb past the camera), the enemy will not be rendered nor processed – effectively, the enemy is frozen in time until it is approached again. This can be seen with, for instance, a [[Yellow Wollywog]] staying in mid-air if the player leaves mid-jump, and only landing when the player finally goes near it again. [[Pellet Posy]] pellets will not change color while off-camera, and [[fire geyser]]s freeze their animations until they are on-camera again.{{cite youtube|JPjVtCP4Sww|showing how controlling the camera manipulates fire geysers|published={{date|6|April|2020}}|retrieved={{date|7|April|2020}}}}
The third state is when an enemy is completely disabled. By being off-camera and far away (at least around the size of a Red Bulborb past the camera), the enemy will not be rendered nor processed – effectively, the enemy is frozen in time until it is approached again. This can be seen with, for instance, a [[Yellow Wollywog]] staying in mid-air if the player leaves mid-jump, and only landing when the player finally goes near it again. [[Pellet Posy]] pellets will also not change color while off-camera.


In ''Pikmin 2'', [[bomb rock]]s in a cluster that blow up off-screen will not ignite the neighboring bomb rocks. Fire geysers work like in ''Pikmin'', and [[electrical wire]]s will finish their zapping sequence and then stay idle until they are visible again. Treasures will use a different physics system when off-camera, which can result in them being bounced around more easily when other objects collide into them.{{cite youtube|3Ni0ro_9Zeg|in which the Mystical Disc is bounced in different ways after colliding with a bomb rock|published={{date|12|January|2019}}|retrieved={{date|24|March|2022}}}} In addition, the following enemies will always be fully functional, even if off-camera:
In ''Pikmin'', [[fire geyser]]s freeze their animations until they are on-camera again.{{cite youtube|JPjVtCP4Sww|showing how controlling the camera manipulates fire geysers|published={{date|6|April|2020}}|retrieved={{date|7|April|2020}}}}
 
In ''Pikmin 2'', [[bomb rock]]s in a cluster that blow up off-screen will not ignite the neighboring bomb rocks. Fire geysers work like in ''Pikmin'', and [[electrical wire]]s will finish their zapping sequence and then stay idle until they are visible again. In addition, the following enemies will always be fully functional, even if off-camera:
* [[Breadbug]]
* [[Breadbug]]
* [[Bulbmin]]
* [[Bulbmin]]
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* [[Giant Breadbug]]
* [[Giant Breadbug]]
* [[Spotty Bulbear]]
* [[Spotty Bulbear]]
In ''Pikmin 3'', whether an object is in the view of the camera or not does not impact how it is processed.
In ''Pikmin'', Pikmin that are carrying something while off-camera will go up slopes slower than if they are on-camera.{{source needed}}


==Details==
==Details==
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In {{p1}} and {{p2}}, the camera is always centered on the current leader, to allow a consistent field of vision. In {{p3}}, Pikmin follow the leaders in a narrow line, and the camera always attempts to center itself so it can capture all of the line. This way, the maximum amount of Pikmin are always visible, but this can mean the leaders' view ahead is sometimes obscured.
In {{p1}} and {{p2}}, the camera is always centered on the current leader, to allow a consistent field of vision. In {{p3}}, Pikmin follow the leaders in a narrow line, and the camera always attempts to center itself so it can capture all of the line. This way, the maximum amount of Pikmin are always visible, but this can mean the leaders' view ahead is sometimes obscured.


In {{npcp1}}, {{npcp2}}, ''Pikmin 3'', and ''Pikmin 4'', if a leader or Oatchi is behind the area's geometry or an object, from the camera's perspective, their obscured parts will be drawn as a solid silhouette, so the player can tell that the leader is behind that. Each leader's silhouette matches the leader's main color, like red for [[Captain Olimar]], cyan for [[Alph]], etc. Pikmin do not have this silhouette. Additionally, when riding on Oatchi's back with pikmin, the pikmin do not show up in the silhouette, making it seem like the player is riding without any.
In {{npcp1}}, {{npcp2}}, and ''Pikmin 3'', if a leader is behind the area's geometry or an object, from the camera's perspective, their obscured parts will be drawn as a solid silhouette, so the player can tell that the leader is behind that. Each leader's silhouette matches the leader's main color, like red for [[Captain Olimar]], cyan for [[Alph]], etc. Pikmin do not have this silhouette.


{{clear}}
{{clear}}
===Room transitions===
==Gallery==
In {{p3}}, when the player's current leader finishes transitioning from one [[segment]] to another, the camera will be facing the leader from the front at a high angle and slightly to the side. After a brief moment, it quickly moves to end up behind the leader like in normal gameplay – this happens when the leader stop moving forward by themselves and the player regains control. This camera movement happens in most room transitions, unless the room has a fixed camera or an obstruction that would prevent a good view from the front or back. When the current leader is moving with [[Go Here!]], this camera movement will not happen. In {{p3d}}, almost all camera movement in room transitions is removed, and the camera will be behind the leaders from the beginning in those cases.


==Gallery==
Difference between the three zoom levels in the GameCube games (screenshots from ''[[Pikmin (game)|Pikmin]]''):
Difference between the three zoom levels in the GameCube games (screenshots from ''[[Pikmin (game)|Pikmin]]''):
<gallery heights=200px widths=200px>
<gallery heights=200px widths=200px>

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