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llSetCameraEyeOffset

function
Function syntax
llSetCameraEyeOffset(
  1. vector offset// Offset position vector in local coordinates relative to the prim.
);
Energy
10

Sets the camera eye offset for avatars that sit on the object.

This is the position of the camera’s eye, not the point it looks at.

How to use
llSetCameraEyeOffset(ZERO_VECTOR);
  • Setting this will not update the cameras of seated avatars, it will only effect 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_VECTOR offset 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
Example 1
7 collapsed lines
// 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);
}
9 collapsed lines
default
{
state_entry()
{
back_view( 208 );
llSay(0, "Please sit down");
}
}
Original wiki source

Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.