Game Development Community

Mounted camera has synch problems

by Robert Norris · in Torque Game Engine · 01/05/2007 (1:41 am) · 3 replies

Hi,

I am working on a project where the control object is the camera and the camera is mounted to a .dts which contains an animation sequence. The animation sequence animates the mount node where the camera has been mounted.

The original scene is animated in Maya and has been tested in Maya by attaching a camera to the correct node. All goes well.

In TGE, we have the problem that the rendered frame shows the wrong image.

An example may help:

The scene is of a woman pushing a crate into a reverse vending machine (it takes her empty bottles and gives her money).

camera is positioned to the left of the woman
woman lifts crate out of shopping trolley
camera cuts to looking over woman's shoulder
womans pushes crate into machine

The problem comes about because the camera cut (from left to over shoulder) happens at the same time that the woman is repositioned from standing to bending over. In Maya, one does not see the woman 'jump' but in TGE one does.

A far worse problem is when the mount point (and thus the camera) is panned. The rendered images are very jumpy.

I have tried a few things but do not want to muddy the water so, does anyone have any fresh ideas?

Much appreciated,
Rob

#1
10/16/2009 (4:10 pm)
You can create two cameras(or more) and shift them using triggers.
#2
10/16/2009 (8:44 pm)
The rotation issue sounds like the camera might not be using render transforms.

...just realised how old this thread is.
#3
10/16/2009 (8:58 pm)
I've noticed there have been a lot of dead thread bumpings in the last few days.



Oh, and, bump.