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Re: Third Person Camera System
[Re: nuclear_winter]
#53634
09/01/05 02:51
09/01/05 02:51
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
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Quote:
Can you make the camera to delay a little, i mean character model to turn a little before the camera, as if the camera follows her... and for the FOV to increase when she picks up speed and softly decrease when she stops.
Yes and yes. I think the camera already does the second thing mentioned, unless I misunderstood you. As to the first question, yes I can make the player turn and the camera turn a bit slower, it's just a matter of adjusting a variable or two in the code.
EDIT: @ nuclear_winter, change this in InitCamera(), camRotSpeed = .75; to this camRotSpeed = .25; , that should delay the camera as per your first question. EDIT2: Oops, I tied camera tilt into camRotSpeed, I will have to adjust this before it works correctly. I will have to add a camTiltSpeed variable to seperate rotation speed from tilt speed. I will get these little issues fixed, hopefully tommorrow night. I actually already have it changed, but I want to play around with changing the values some more to make sure I don't have any more issues like that one and probably add some more adjustment variables before I re-upload it.
As far as inertia goes, I can make that more evident than what was shown in the examples by adjusting some variables in the GetCameraAccelleration() function.
Messing with the values of these 2 variables in InitCamera() function will change the feel of the camera quite a bit:
camRotSpeed = .75; // how fast the camera pan changes camMoveSpeed = .1; // how fast the camera distance changes
The lower the values you change them too, the slower that camera will get behind the player and move to where it wants to be. If you make the values higher, the camera will basically stay right behind the player with no delays.
I will check out the listed cams when I get time. It finally dried up and I am harvesting crops again.
Loco
Last edited by Locoweed; 09/01/05 03:50.
Professional A8.30 Spoils of War - East Coast Games
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Re: Third Person Camera System
[Re: Locoweed]
#53636
09/01/05 04:20
09/01/05 04:20
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Joined: Aug 2003
Posts: 448 Pluto
SlyBoots
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Sounds promising, can't wait to try it out.
3DSK Human Photo References for 3D Artists and Game Developers
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Re: Third Person Camera System
[Re: nuclear_winter]
#53638
09/02/05 02:59
09/02/05 02:59
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
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Ok nuclear_winter,
I gotcha now. I will add that FOV capabilty. It am busy with real life, so it will probably be Sunday night sometime before I put up the next update. If I have time I will throw a few more camera examples in there also.
Loco
Professional A8.30 Spoils of War - East Coast Games
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Re: Third Person Camera System
[Re: nuclear_winter]
#53640
09/03/05 04:07
09/03/05 04:07
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
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Sorry guys on the listed cameras for games that I will have to download, it might be a few days before I can get to those. I am not going to have anytime off this weekend like I thought.
I did upload a new version that is more flexible though. I just threw it together real fast and it has a few new examples.
There are 5 camera examples now, you can change to the different camera modes using the number keys. Key: 1 - Chase Camera 2 - Third Camera 3 - Balloon Camera 4 - Fov Cam 1 5 - Fov Cam 2
By looking at all the InitCam and the camera functions for each camera type, you should be able to start figuring out which variables do what and how it works.
I will get to some of the actual listed game cameras when I get time. I will also get it tweaked out better and documented better to when I have time.
The new update is at the same place, at my 3dgs site in camera link, LocoCam.
Later, Loco
Professional A8.30 Spoils of War - East Coast Games
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