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Old 04-07-2025, 09:06 AM   #1
silvam14
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Is dynamic camera angles usable to anyone?

It seems amazing to me after each iteration of the game that the dynamic camera angles have not improved one bit. I've all but given up on the feature. I'm just curious what everyone else thinks. Unless this only works with the stock camera angles somehow, which I refuse to use.

I don't know, maybe I'm just late to the party, and there is some way to configure these to work correctly. When I turn the feature on, I get angle switches to behind walls, and behind seats with no discernable way to fix it.

It uses angles I don't even have in my list of available cameras.

The check box to omit a camera or cameras does not seem to make a bit of difference.

Any tips?
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Old 04-07-2025, 02:23 PM   #2
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It’s hit or miss for me. In some parks they work fine, but in some you end up behind a wall or outside the stadium unable to see what’s happening on the field. Ideally I’d like to see a good set of camera angles that function like a tv broadcast.
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Old 04-07-2025, 03:22 PM   #3
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Like Lucas718 it's a bit hit and miss for me too. With default cameras and ballparks they have improved slightly from version to version. There are still too many times where the camera loses the ball it is following. Cameras getting caught behind obstructions are pretty rare with default ballparks.

I do see more conflicts in your parks than default. I'd think since you setup your cameras to work in your parks the dynamic should still work. But obviously it has issues. My guess is default parks have this too, but in beta, or perhaps while being coded, these issues are found and fixed? IDK?

Not much help, but it's all I've got.
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Old 04-08-2025, 11:54 AM   #4
Eugene Church
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I am not skilled like most of you gamers. If skilled folks like silvam and Sweed have trouble with the dynamic camera views and cannot get them to work smoothly, then the 3D team needs to address the possible problems.

I just use one default stadium... the minor league stadium...I want a small stadum with no outfield bleachers... I want capacity around 10, 000. Even the default cameras don't work well. I try them with each new version, but have never seen any improvement using the dynamic action mode.

Admitting that I do not know the difficulties of programming computers, It just seems to me it would be possible for the 3D Team to create simple and basic dynamic cameras that would smoothly cover each play in all of the default stadiums. I wouldn't care if the 3D Team just created one set that would work smoothly.

I don't need a lot of variations... just a few simple camera views that work would make me happy.
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Old 04-08-2025, 11:57 AM   #5
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It sure would be nice if the 3D Team would post about this question presented by silvam. It deserves a reply.
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Old 04-08-2025, 12:04 PM   #6
Eugene Church
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Matt Arnold posted this in another thread:

"Yeah, if it happens in any parks that ship with the game, people should report them in the 3d thread with the full movement details, as well as which exact park you are playing in.

If it happens with a park from a community modder, you should mention it to them. Often it can be a case where they specify the grid ever so slightly off from where the actual fence shows in 3d, and so it's something they may need to correct. There might still be corner cases with some parks, but it's best to check with the modder first."

https://forums.ootpdevelopments.com/...d.php?t=362276

Last edited by Eugene Church; 04-08-2025 at 12:05 PM.
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Old 04-08-2025, 12:54 PM   #7
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I recently tried it again. Follow the ball is too jerky for me to follow. With changing camera views it doesn't stay on a view long enough for me to get oriented to it before changing to something else.

Anyway, not a biggie. I'm OK with constant low and wide view even though in some parks foul balls are out of view.
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Old 04-08-2025, 01:19 PM   #8
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Originally Posted by Brad K View Post
I recently tried it again. Follow the ball is too jerky for me to follow. With changing camera views it doesn't stay on a view long enough for me to get oriented to it before changing to something else.

Anyway, not a biggie. I'm OK with constant low and wide view even though in some parks foul balls are out of view.
Yeah, the jerky nature of the camera makes follow-ball, dynamic mode difficult for me. I just use a stationary camera around the press box level (wide low or default) and I enjoy it quite a bit.
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Old 04-11-2025, 02:01 PM   #9
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Originally Posted by silvam14 View Post
It seems amazing to me after each iteration of the game that the dynamic camera angles have not improved one bit.
OK,

First, delete all the cameras in the park.

Second, download my zip file. Extract the ootp3d file, then copy the cameras into that park. You may have to tweak some of them a bit depending on the park.

The readme should tell you all you need to know. These are TV angles updated for 25. They work less well on 26

Now, a bit it of a tirade, with all the love in the world for Matt. (love ya, mean it Matt)

I have found the dynamic cameras and the movement for the cameras have significantly down graded with each version. We have wild swings and shaky unpredictable movements even with the stock cameras and stock setting. It hasn't been shown much care and attention. And it should. It's a nice feature with potential.

I have been back and forth with Matt about this for the previous two versions (I kind of gave up with this version) I've even shared my cameras. I can't speak for him, but I think his feeling is what I ask for is specific to the way I play OOTP and not for the majority of users. Which is fair, but to a certain extent I disagree, especially if you like to sit back and watch your games play out. However, to a person who is hands on and manages an actual game, you may have no need for TV camera angles.

Even so, I believe the cameras and angles should be based on what we see on TV or "optimized for a television viewing experience" (My ootp3d file provides this) and not just a collection of weird angles that are stock with the game. I have also been crowing that we should have more control over what the cameras do and where they go... on deaf ears.

I get the dev team seems to disagree with me. Maybe they are right, because they know their users better than me.

Part of me wishes they could train me on the system they use (especially if it has a GUI), then I take it over and do it... for FREE!!

But down load the zip. Follow the readme and that should get you home.
Attached Files
File Type: zip DYNAMIC ACTION TV CAMERAS.zip (305.5 KB, 21 views)

Last edited by drksd4848; 04-11-2025 at 05:17 PM.
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Old 04-11-2025, 02:25 PM   #10
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Originally Posted by drksd4848 View Post
OK,

First, delete all the cameras in the park.

Second, download my zip file. Extract the ootp3d file, then copy the cameras into that park. You may have to tweak some of them a bit depending on the park.

The readme should tell you all you need to know. These are TV angles updated for 25. They work less well on 26

Now, a bit it of a tirade, with all the love in the world for Matt.

I have found the dynamic cameras and the movement for the cameras have significantly down graded with each version. We have wild swings and shaky unpredictable movements even with the stock cameras and stock setting. It hasn't been shown much care and attention. And it should. It's a nice feature with potential.

I have been back and forth with Matt about this for the previous two versions (I kind of gave up with this version) I've even shared my cameras. I can't speak for him, but I think his feeling is what I ask for is specific to the way I play OOTP and not for the majority of users. I disagree.

I believe the cameras and angles should be based on what we see on TV or "optimized for a television viewing experience" (My ootp3d file provides this) and not just a collection of weird angles that are stock with the game. I have also been crowing that we should have more control over what the cameras do and where they go... on deaf ears.

I get the dev team seems to disagree with me. Maybe they are right, because they know their users better than me.

Part of me wishes they could train me on the system they use (especially if it has a GUI), then I take it over and do it... for FREE!!

But down load the zip. Follow the readme and that should get you home.
Do you have a video showing the function of your camera mod?
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Old 04-11-2025, 02:37 PM   #11
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I would really like to be able to adjust the camares while I'm playing a game. Instead of just making adjustments in the 3D model setup. Then you can adjust as you play. I wanted this before,
I would also like a little less panning and more just switching camera angles. Ground ball to third he throws to first and it pans from third to first and you miss the play by the time the pan gets to first.
As soon as the throw is made to first, it should just switch the view to first so you can see the end of the play.

Last edited by zappa1; 04-11-2025 at 02:46 PM.
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Old 04-11-2025, 03:36 PM   #12
drksd4848
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Originally Posted by Brad K View Post
Do you have a video showing the function of your camera mod?

I know I sent Matt a few videos (mostly to highlight that wonkiness), but that was a long time ago. I could see if I could screen cap something.


Or, just give them a try!
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Old 04-11-2025, 03:41 PM   #13
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I want to see them in action first. I bet I'm not the only one.
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Old 04-11-2025, 03:55 PM   #14
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jes, in action Jackson....
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Old 04-11-2025, 04:49 PM   #15
drksd4848
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Originally Posted by zappa1 View Post
I would really like to be able to adjust the camares while I'm playing a game. Instead of just making adjustments in the 3D model setup. Then you can adjust as you play. I wanted this before,
I would also like a little less panning and more just switching camera angles. Ground ball to third he throws to first and it pans from third to first and you miss the play by the time the pan gets to first.
As soon as the throw is made to first, it should just switch the view to first so you can see the end of the play.

Another thing I asked for: In the 3D editor, a template of all the 3D players in position with the graphics on top so we could adjust the shots to the right positions as if we were in the game... to no avail.
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Old 04-12-2025, 12:08 AM   #16
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egg-cell-ent idea!!!!
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Old 04-12-2025, 01:11 AM   #17
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I’m starting to get a handle on this. The game is using saves camera placements but ignoring the angle/direction. So a camera by the left field pole that is intended to watch a throw home is actually being used to watch a center fielder catch a flyball.

My tip is to place cameras just outside of fair territory. This keeps them close enough to the action and reduces the likelihood of blocked views. It it also keeps them far enough away to where to quick cuts aren’t too jarring.
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Old 04-12-2025, 01:44 PM   #18
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the camera wonkiness is the primary reason why I cannot play games in 3d. it gives me a headache
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