Game Development Community

Seperating The camera Rotate from the character Rotate?

by Kevin Mitchell · in Torque 3D Professional · 01/10/2010 (2:34 pm) · 4 replies

So I tried to see if i could modify the code for a 8 Way Movement and just rotate the character control to the proper angle and only have a forward run animation. But from looking at the code the cam rotation and the character rotation are one and the same? Is there no way to control the rotation of these separately?

Or will I have to figure out how to attach a separate camera that looks at the player while i just manipulate it through an out side camera.

#1
01/10/2010 (2:42 pm)
No in torque theres only 1 control object at any time so you can't control both players and cameras simultaneously. You could possibly use an aiplayer object as the player, and a camera object orbiting the aiplayer as the control object. Ive never tried it myself tho.
#2
01/18/2010 (6:18 pm)
I have been looking into this myself and what I have so far is that setting
$mFreeLook = true;
allows for the camera to be controlled independently of the player, but you lose control over rotating the player and only the camera rotates.

I will be looking into this more during the week, so I will post up anything else I find.
#3
01/18/2010 (7:05 pm)
Hmm I saw that but didn't dig further I'll have to look into that I think this might be that if statment that skips the setting mhead
#4
01/20/2010 (7:26 pm)
It sounds like freeLook is what you want. Your mouse will rotate the camera around the player but wasd still works, if you want to bind other keys to turnleft/right you can do that too.