3rd person chase camera
by Pierre DragoFire Hay · in Torque 3D Professional · 07/10/2015 (10:14 pm) · 0 replies
I'm wondering if anyone has done this before, or happens to know a good method to do the following?
Now I know the basic 3rd camera setup, but here's what I'm trying to do. Instead of your default 3rd person camera, I'm wanting the camera to follow the path a character/vehicle has travelled, Thus the camera view floats that the normal 15degree point behind the character/vehicle, but instead of rotating around in its fixed position when the character/vehicle turns, the camera on turns it the character/vehicle moves forward.
If said character/vehicle moves backwards the camera floats over the character/vehicle while maintaining it as the center point of focus, and then chases until there is a change of direction.
The idea is if a character jumps or dives the camera will chase after the character in a free floating style of chase, following close to the character path of travel, but with the 15degree angle of view in place. The camera's travel is smoothed out in comparison to the character/vehicles movement, thus ironing out hard movement.
Looking forward to some feedback on this one.
Now I know the basic 3rd camera setup, but here's what I'm trying to do. Instead of your default 3rd person camera, I'm wanting the camera to follow the path a character/vehicle has travelled, Thus the camera view floats that the normal 15degree point behind the character/vehicle, but instead of rotating around in its fixed position when the character/vehicle turns, the camera on turns it the character/vehicle moves forward.
If said character/vehicle moves backwards the camera floats over the character/vehicle while maintaining it as the center point of focus, and then chases until there is a change of direction.
The idea is if a character jumps or dives the camera will chase after the character in a free floating style of chase, following close to the character path of travel, but with the 15degree angle of view in place. The camera's travel is smoothed out in comparison to the character/vehicles movement, thus ironing out hard movement.
Looking forward to some feedback on this one.