angle of attack = 359 ( this makes it so the camera view is slightly tilted down see you see the terrain)
z offset or height = .3
the camera's point of origin is about a distance of 8 away from a cliff. ( you cant set this directly... you move camera to position and set the distance to 0)
the view of the camera is facing away from the cliff
The View of the camera is being raised to a "height" that is much higher then the z offset i have set because for some reason the cliff is forcing the camera to be raised.
If i move the camera further way from cliff it stops doing it...
The camera's angle of attack is adjusted with the automatically adjusted z-offset so that the camera is still has the same target
its like the camera is taking up more space then it really should and the game adjusts the camera so it doesnt clip through terrain .....
I am not using the camera follow mode, Im am purely just setting camera properties
just to be sure i have the relative height smothing all turned off
I believe this is due to cliff levels being near the camera, change the "field of view" this is seriously pissing me off since I have no idea .... how field of view is calculated....
Field of view is a cone (well actually a rectangle) that extends from the camera outward. Anything inside it is displayed on the screen. By increasing the field of view angle, you fit more stuff onto the screen. It has a sort of zooming effect.
The position of the camera eye is relative only to the target; it has no bearing on what kind of terrain is inbetween the camera. That being said, the camera target changes its height relative to the terrain it's on. If it's near a cliff, the camera target will move its height and as a result your whole camera z changes. You can toggle the effect using some fuctions, but it still it will still bug out (especially near hard cliffs).
Alright so I dont understand this other problem ... and i think it may have to do with where the camera target is located
I set the camera target to be a distance of .1 away from the camera source for a specific reason...
I have an action that when the player hits a button it strafes their view side ways... so I do a "camera pan" in the direction I want the view to change
If the camera target distance is not set to "0.1" or i have it set to "3" the camera will not only pan in the direction I want it to go in but it will also move the camera source position away/ backwards from its original position.
I feel like.... to make this work I need a better understanding of whats really going on here ... but yeah..... I think this may have to do with the more advanced aspects of the camera
Solved this secondary issue.... when panning the camera I needed to pan based off the targets distance to the camera.....
not entirely sure... what the camera's distance property does... but apparently adjusting the position of the camera's target doesnt not affect the camera's distance?
added a picture of the where my camera is located when this occurs. Any cliff will do it. It raise the camera so that the player is not looking from the cliffs....
Rollback Post to RevisionRollBack
Skype
KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
To post a comment, please login or register a new account.
OK so i have a camera....
its like the camera is taking up more space then it really should and the game adjusts the camera so it doesnt clip through terrain .....
I am not using the camera follow mode, Im am purely just setting camera properties
just to be sure i have the relative height smothing all turned off
any help would be appreciated
@SouLCarveRR: Go
I believe this is due to cliff levels being near the camera, change the "field of view" this is seriously pissing me off since I have no idea .... how field of view is calculated....
any math kiddies wanna help with this....
Field of view is a cone (well actually a rectangle) that extends from the camera outward. Anything inside it is displayed on the screen. By increasing the field of view angle, you fit more stuff onto the screen. It has a sort of zooming effect.
The position of the camera eye is relative only to the target; it has no bearing on what kind of terrain is inbetween the camera. That being said, the camera target changes its height relative to the terrain it's on. If it's near a cliff, the camera target will move its height and as a result your whole camera z changes. You can toggle the effect using some fuctions, but it still it will still bug out (especially near hard cliffs).
well the target isnt near a cliff... or shouldnt be ..... Ill have to verify if moving the target distance changes this.
Alright so I dont understand this other problem ... and i think it may have to do with where the camera target is located
I set the camera target to be a distance of .1 away from the camera source for a specific reason...
I have an action that when the player hits a button it strafes their view side ways... so I do a "camera pan" in the direction I want the view to change
If the camera target distance is not set to "0.1" or i have it set to "3" the camera will not only pan in the direction I want it to go in but it will also move the camera source position away/ backwards from its original position.
I feel like.... to make this work I need a better understanding of whats really going on here ... but yeah..... I think this may have to do with the more advanced aspects of the camera
Solved this secondary issue.... when panning the camera I needed to pan based off the targets distance to the camera.....
not entirely sure... what the camera's distance property does... but apparently adjusting the position of the camera's target doesnt not affect the camera's distance?
added a picture of the where my camera is located when this occurs. Any cliff will do it. It raise the camera so that the player is not looking from the cliffs....