I’m looking for a way to remove the clamp surrounding MinZoomDistance aswell as the part occulision when the camera is too close.

I have done this in the past by using the default PlayerModule but for the life of me I cannot replicate it.

The reason I’m doing so is I’m working on a space game, starships (Pilotable) are scaled down to 0.05 - 0.1 to give the illusion that space is much more larger.

Additionally - Would I be able to create my own Camera system to function in the desired way?

So basically the starships are scaled down to 0.1 of their original size (Basically miniscule) then the Player focuses on their starship currently the MinZoomDistance is clamped to 0.5 - This is still quite some distance away from the model itself.

I’m looking to remove the 0.5 clamp to allow the MinZoomDistance to be much lower.

You need to change the CameraMinZoomDistance from the player

-- example in local script
game:GetService("Players").LocalPlayer.CameraMinZoomDistance = 0

Even though, as the other guy mentioned, it is clamped to 0.5. And I don’t think the NearPlaneZ value can be edited.

Additionally, spherical coordinates could be used to build your own camera system.

Here is a more detailed version of one of my earlier postings! (to view my revision, you must slightly scroll down.)

the reference for that is here

-- Setting up the script
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local currentCamera = workspace.CurrentCamera
currentCamera.CameraType = Enum.CameraType.Scriptable
local subjectPosition = Vector3.zero -- position the camera will be looking at
local sensitivity = 0.5
local radius = 20 -- distance from subjectPosition
local theta = 0 -- x rotation in degrees
local phi = 0 -- y rotation in degrees
-- The coordinates
function SphericalCoordinate(r: number, theta: number, phi: number)
local Position = Vector3.new(
r * math.sin(phi) * math.cos(theta),
r * math.cos(phi),
r * math.sin(phi) * math.sin(theta)
)
local Hat_r = Vector3.new(
math.sin(phi) * math.cos(theta),
math.cos(phi),
math.sin(phi) * math.sin(theta)
)
local Hat_theta = Vector3.new(
-math.sin(theta),
0,
math.cos(theta)
)
local Hat_phi = Vector3.new(
math.cos(phi) * math.cos(theta),
-math.sin(phi),
math.cos(phi) * math.sin(theta)
)
return {
Position = Position,
UpVector = -Hat_phi,
LeftVector = Hat_theta,
FrontVector = -Hat_r,
DownVector = Hat_phi,
RightVector = -Hat_theta,
BackVector = Hat_r
}
end
-- Locking the mouse
UserInputService.InputBegan:Connect(function(input: InputObject, gameProcessedEvent: boolean)
if gameProcessedEvent then return end
if input.UserInputType ~= Enum.UserInputType.MouseButton2 then return end
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
end)
UserInputService.InputEnded:Connect(function(input: InputObject, gameProcessedEvent: boolean)
if gameProcessedEvent then return end
if input.UserInputType ~= Enum.UserInputType.MouseButton2 then return end
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end)
-- Finishing up
RunService.RenderStepped:Connect(function()
local delta = UserInputService:GetMouseDelta()
theta = (theta + delta.X * sensitivity) % 360
phi = (phi + delta.Y * sensitivity) % 360
local sphericalCoordinate = SphericalCoordinate(
radius,
theta * math.pi / 180,
phi * math.pi / 180
)
currentCamera.CFrame = CFrame.fromMatrix(
sphericalCoordinate.Position + subjectPosition,
sphericalCoordinate.RightVector,
sphericalCoordinate.UpVector,
sphericalCoordinate.BackVector
)
end)

You can alter the “radius” with this camera system to be less than 0.5

I suggest reading a few articles about spherical coordinates if you’re interested in learning more about how it functions. Ask as many questions as you like. I’m not bothered. (How to change yaw, How to add mouse controls etc)

This has worked perfectly!
Only question I have is how can I go about clamping it to work the same as default ‘Custom’?
i.e. not allowing the camera to make a full 360 degree angle upwards?