The thing is, with AnchorVis you must constantly set new keyframes for your custom camera so as to reorient the camera to target your car throughout the track. This can also be solved by choosing the car where it says "Target". Unfortunately, with "Target" the camera always puts the car in the center of the frame if you do that and it can be aesthetically unpleasing, at least to me. I usually choose to constantly reorient the camera, which can actually be quite fun.
You can also move the camera to a different relative position to the car at each keyframe so that the camera moves around the car fluidly as the car drives through the track. Remember that keyframes are used to tell the game that you want things to move from where they are at one keyframe to where they are at another keyframe. They're like markers in time and the game calculates everything in-between them to make sure it gets from point A to point B (and sometimes to point C, D, E and so on).
What some in the posts above refer to is actually AnchorRot. This is used to anchor the camera to the car rotationally. This is beneficial for making cockpit cameras or ensuring the camera is locked to the car and rotates with the car during loops and corkscrews, etc.
It's useful anywhere in MediaTracker where there will be cars used. I've used it in intro, in-game, outro, podium, and mostly these days I use it in the replay editor.Demented wrote:Is it only for in game race mode then and is not useful in post race replays?
If you are using it in-game MT to create a custom camera for the driver, be sure to use "Local Player" when you select what to anchor the camera to. You'll need to record a MediaTracker ghost first so that you can properly set up the camera, otherwise you have nothing to work with in MediaTracker when you go to anchor the camera.