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DramaticShape
2026-08-03 17:40:50 -04:00
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@@ -54,6 +54,32 @@ the NPCs', the figures drawn into the furniture — turns to face the camera
and shows the frame it would look like from where the camera actually
stands, so walking behind someone shows you their back.
## The battle camera
A fight staged on the map (**3D-BTL**, on by default) is shot with a solved
over-the-shoulder rig — and you can steer it.
| control | does |
| --- | --- |
| right stick, a touch drag, or the mouse | swing the shot around the arena (→) and raise the seat (↑) |
| wheel, `Q` / `E`, pinch, or a stick click | the lens (`Q` / left stick click out, `E` / right stick click in) |
Both axes stop where the composition does. Left stops at the shot the rig was
solved for — there is nothing to the left of it. Right ends **side-on**: the
eye square to the arena's axis, both Pokémon at the same distance instead of
one behind the other. Down stops at the rig's own low stance; up is 45° above
it. The lens opens as you swing or climb, by exactly the amount the two
Pokémon spread apart, so they stay framed at every angle. Move animations
follow the pair's position *and* its separation, so a beam still lands on the
Pokémon it was aimed at.
Where you leave the camera is where the next battle opens.
**BACK SPRITES locks it.** That setting pins your own Pokémon to the GB's slot
on the menu while the foe stands out on the map, and no angle holds a
composition that is half frame and half world — so with it on, the shot holds
the one the rig was solved for.
## VR
The **VR** options row (OFF / ON, off by default) drives a PCVR headset