Adding collision to non-third person follow types #433
Replies: 4 comments 1 reply
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So the I haven't gotten around to optimizing the addon for all workflows yet, but the setup should ideally be a mixture of
Yeah, this wouldn't work as the PCam node automatically sets |
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Thanks! I wanted to check in before I do something stupid, but I guess my next step is to see if i can find a way to make the two play nice together by editing the source. I just wanted to make sure I'm not reinventing the wheel here! |
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Actually re-reading your answer, I'm not sure about the part where you talk about Group Look At. I am already using the Simple look at mode which works fantastically and does what I want (rotation follows the single lock-on target) while I'm using Group Follow to keep both the player and the target in view - this is the opposite of what you describe (Group look at, Third Person Follow). I tried the most basic edits of the source code to add the third person spring arm to the Group Look At follow mode but that didn't seem to accomplish anything at all and I'm not completely sure why, but I'll keep trying. edit: I should note that this setup (group follow, simple lookat) is already perfect for the kind of Ocarina of Time Z-targeting that I'm going for (see video clip) and the only thing that it's missing is collision with walls/floor. |
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Sorry that I keep replying to this but I figured out a solution for now which does not involve messing with the source code - I should've realized this sooner but it's perfectly possible to just put a phantom camera with no follow mode and no look at mode and just program its behavior manually, so that's what I did. I gave the camera a spring arm and copied the follow code from Group follow and the rotation code from Simple look at and the result is good enough for now. The spring arm makes the auto-distance code not work quite like expected due to the length of the arm so there are still things I can refine, but this achieves the goal of having a camera that tries to keep both targets in frame while keeping the camera facing one of them. 2024-12-16.04-43-59.mp4 |
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I discovered that the "Group Follow" mode makes for an excellent target camera similar to the Z-targeting in the Zelda games, but it comes with the huge downside of not having a spring arm with physics collision like the Third Person Follow has and will thus just clip right through the walls and floors.
Is there any easy way for me to add this or is this something I would have to edit the source code in order to do? I tried parenting it to a spring arm but that did nothing, presumably since the script sets the position manually.
Fantastic addon! Here's me testing the lock-on using group follow https://i.imgur.com/Sb5slx4.mp4
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