Player mesh as camera
by Thomas Vanhoutte · in Technical Issues · 11/10/2007 (3:10 am) · 2 replies
I'm pretty much a newbie, but is it possible to use the body mesh as camera, so that, when you look down, the body mesh should rotate with the camera (in first person).
I really need to have this function because the game i'm working at has no gravity, and i also want to intergrate some kind of wall jump system, but this would require my player mesh to rotate with my camera whenever i look down or up. :)
Just as a spaceship can turn 360 degree downwards, i'm using starter.fps with the default orc player btw.
Anyhow, would this be possible? And how should i approach it?
I really need to have this function because the game i'm working at has no gravity, and i also want to intergrate some kind of wall jump system, but this would require my player mesh to rotate with my camera whenever i look down or up. :)
Just as a spaceship can turn 360 degree downwards, i'm using starter.fps with the default orc player btw.
Anyhow, would this be possible? And how should i approach it?
About the author
Associate Andy Hawkins
DrewFX
The way I did it in the pack, when you look down in first person you can see the skeleton's rib cage, arms, legs etc - but not your head because I mounted the eye node (essential the 1st person camera) in the skull - and the backfaces of this skull are not rendered.
When the skeleton breathes and runs, the camera / eye bobs up and down.
However, if you want to see the inside of your helmet you would put polys on the inside of the helmet mesh and adjust the camera back far enough so that the front clip plane did not remove it.
So to do this, in your modelling packaged make the eye node a child of the body, put it inside the head and the rest is done for you.