Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Camera Shot System #1010

Merged
merged 3 commits into from
Apr 21, 2022
Merged

Camera Shot System #1010

merged 3 commits into from
Apr 21, 2022

Conversation

AsgardXIV
Copy link
Collaborator

@AsgardXIV AsgardXIV commented Apr 20, 2022

Ok, this is take 2 for this.

So after more investigation I figured out that all the math was correct.

The issue is that it's impossible to recreate some shots when you consider the actor rotation as the camera can't go over the head or under the legs fully (if you were flat in the world, the restriction is in world space).

The approach I have taken this time is to just assume the character is always flat on the ground (so we only consider the direction they are facing in one plane).

This way, you will get the overall camera relative to the actor, and you just need to load a pose on them that includes the other rotations and then they will be framed correctly.

I think overall this is a good compromise as it gets you 100% of what you want in most cases, and 99% of the way in the few cases where the actual actor is rotated forward/backward or side/side in the world.

@Yuki-Codes Yuki-Codes merged commit 2905992 into imchillin:master Apr 21, 2022
@AsgardXIV AsgardXIV deleted the newcam branch April 21, 2022 01:03
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants