Media Tracker

Basic Mediatracker Tutorial

Loop Cam
Here's a step-by-step tutorial to make a simple, timed, camera switch in a looping. First of all you need a track and validate it (or use the Record MediaTracker Ghost option). Then...

1) Click the MediaTracker button > Ingame

2)

If this was the first time you entered the MediaTracker, a clip will have already been created for you.

Así se verá el MediaTracker la primera vez

Notice how the Cube icon is highlighted. You can use this to place your triggers on the track. A camera switch on this case.

3)

Draw the trigger area like on the following picture, right before your looping.


4)

Now you have to assign an action to our trigger, a camera switch.

Click the "Add track" button as shown on the image.

5) From the list you can choose any effect you like, but for this example: Camera > Camera Race ("Camera Race" uses default racing cameras, unlike "Camera Custom" which is for advanced ones).

6) Once the "track" of the cámera was inserted and selected, the config scren should look like the following:

Block Start: How much time to wait until the trigger fires after it has been activated. Usually a value of zero is ok.
Block End: How long does the trigger last. Default : 3 secs.
Camera: Camera type. We will use the "Internal" one.
Target: No need to change this for this trigger. For other cameras, such as "Camera Custom", you can choose the camera to follow the player or just point to the direction of your choice.

Well, that's the basic training for a loopcam!


Text effects

This one is as easy as the cam switch. Initially it's just the same, just make your validated track and create a trigger in the chosen location. Then, just like before, click the "New Track" button and instead of selecting Camera, choose Text this time. The following properties menu will appear:

Block Start: Starting time
Block End: Trigger duration
Track Text: The text to display. You can use the effects ($9df, $s, etc).
PosX: Horizontal position, being -1 all the way to the left of the screen, and 1 to the right.
PosY: Just like PosX, but in the vertical axis.
Depth: You don't need this yet, but it determines which object is over and which one is below. (when you use more objects on screen).
Rot: Rotation in degrees.
ScaleX: Object width, "1" is default, "2" would be double width, "0.5" half, etc.
ScaleY: Just like ScaleX, but with height.
Opacity: How opaque it is. The more the opaque, the less the transparent.
Color: Text color.

You can make the basic text effects with those controls. Keep into account, however, that for the text to show up well you need to set the effects for each moment ("keyframe") of the trigger. By default, an object has two keyframes, the start and the end, but you can add more of them between these two. This is the concept to make an animation.

Just click these two spots to define the initial and final position's properties.

A little trick to copy the properties from one key to the other, is by holding Ctrl and clicking a keyframe. All properties from the clicked keyframe will be copied into the selected one. Quite useful for complicated scripts.

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