Painless Tutorial on Targeting Reticule for third-person camera view
by Joao Sousa · in Torque 3D Beginner · 01/28/2013 (11:42 am) · 4 replies
Hello everyone,
If you are looking for an easy way on how to have a targeting reticule that works for your game level with a third-person camera view in Torque 3D 2.0 MIT, then this tutorial is for you.
You can check the tutorial out at the link below:
https://dl.dropbox.com/u/64612150/Tutorial_Targeting_Reticule.pdf
I hope this informations might be helpful to you.
Enjoy!
If you are looking for an easy way on how to have a targeting reticule that works for your game level with a third-person camera view in Torque 3D 2.0 MIT, then this tutorial is for you.
You can check the tutorial out at the link below:
https://dl.dropbox.com/u/64612150/Tutorial_Targeting_Reticule.pdf
I hope this informations might be helpful to you.
Enjoy!
#2
01/28/2013 (3:21 pm)
Not sure you can do it without animating the eye/cam node to bob with the model motion in your animation package before export. Might be possible by manipulating the node offset I suppose - if you alter the node's position in the shape editor it will create a script node placement line in your shape loading script. Check that for programmatic access to node positioning.
#3
Thank you very much.
I'm glad to know that my two tutorials have been helpful to you, but unfortunately, I do not know how to help you in regarding to the "View Bobbing."
I am also a novice concerning Torque 3D game engine and only a few months ago I began to study it and without too much experience in this software as well; further torque script programming is very confusing and complex compared to other script programming languages out there.
If for a novice like me try to do simple things with this game engine is already pretty complicated, now imagine you attempt to do something more complex with it.
I do not know for what reason you need a camera shaking all the time on his game level; however, if you watch some games or demos in third person, you will notice that the body of the player's avatar oscillating as he / she goes walking, though the camera remains steady showing the movement of the avatar.
Only when the player's avatar jumps an obstacle or walking on a terrain with many imperfections is that the camera swings a little following the character movements.
Please, check the links out below and notice how the camera behaves in the third person when the player's avatar walks, run or jump.
http://unity3d.com/gallery/demos/live-demos#bootcamp
http://unity3d.com/gallery/demos/live-demos#3rd-person-shooter
Another thing, it's not all people like to see the camera of their player's character in the game getting wobbling all the time when it moving, even being small shifts and for this reason, many games put, this kind of oscillation ("Bobbing View"), as an option for the player to choose from.
The thumb rule is to try to do something useful with the resources already available at the time, making small changes here and there, and as you're going making your way to mastering the torque script programming, you can try to do something more bolder.
Cheers,
01/28/2013 (3:46 pm)
@Jolinar:Thank you very much.
I'm glad to know that my two tutorials have been helpful to you, but unfortunately, I do not know how to help you in regarding to the "View Bobbing."
I am also a novice concerning Torque 3D game engine and only a few months ago I began to study it and without too much experience in this software as well; further torque script programming is very confusing and complex compared to other script programming languages out there.
If for a novice like me try to do simple things with this game engine is already pretty complicated, now imagine you attempt to do something more complex with it.
I do not know for what reason you need a camera shaking all the time on his game level; however, if you watch some games or demos in third person, you will notice that the body of the player's avatar oscillating as he / she goes walking, though the camera remains steady showing the movement of the avatar.
Only when the player's avatar jumps an obstacle or walking on a terrain with many imperfections is that the camera swings a little following the character movements.
Please, check the links out below and notice how the camera behaves in the third person when the player's avatar walks, run or jump.
http://unity3d.com/gallery/demos/live-demos#bootcamp
http://unity3d.com/gallery/demos/live-demos#3rd-person-shooter
Another thing, it's not all people like to see the camera of their player's character in the game getting wobbling all the time when it moving, even being small shifts and for this reason, many games put, this kind of oscillation ("Bobbing View"), as an option for the player to choose from.
The thumb rule is to try to do something useful with the resources already available at the time, making small changes here and there, and as you're going making your way to mastering the torque script programming, you can try to do something more bolder.
Cheers,
#4
in my case "View Bobbing" is crucial to the project am working on.
Will try both methods/ what i can say so far when using the ShapeEditor to adjust/ rotate/ place the EYE - Node
i don`t get desired results/ it seems the EYE Node takes the rotation of the bone it gets attached to.
That doesn`t mean that one couldn`t use this method/ a Resident Evil like Came can be quickly made this way method :)
and to explain it a bit more
the EYE Node has a child Node - the actual cam
Anyways, thanks guys
01/28/2013 (4:19 pm)
Thank you both for the replyin my case "View Bobbing" is crucial to the project am working on.
Will try both methods/ what i can say so far when using the ShapeEditor to adjust/ rotate/ place the EYE - Node
i don`t get desired results/ it seems the EYE Node takes the rotation of the bone it gets attached to.
That doesn`t mean that one couldn`t use this method/ a Resident Evil like Came can be quickly made this way method :)
and to explain it a bit more
the EYE Node has a child Node - the actual cam
Anyways, thanks guys
J0linar
and i was even more surprised when i found your
www.garagegames.com/community/forums/viewthread/132409
Tutorial about Urban Building Art Pack - merging Interiors and Buildings
if i may ask, as u seem to have enough brains^^
what would be the proper way to setup the Eye/cam - node for the FPS View
to receive some kind of ViewBobbing.
I came across a method where it was suggested to setup the Eye/cam @ the head node. Tried that and it worked more or less/ downside to this is that the ThirdPerson View shifts the player further to the right (Player is not in center)
and in FPS View the Bobbing works.
Now i do know that we can manipulate the Nodes in the ShapeEditor, am just curios if there is a proper way todo the setup of the Eye/cam - node to get this effect.
Any Tip would be a help.
Again, thx for your great tutorials!