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In FollowMode.THIRD_PERSON, _interpolate_position dampens the position of the anchor point of the spring arm, rather than the resultant end position of the spring arm:
In the video demo, are you using an invisible follow target rather than the character itself? Since it appears to be rotating around the character, or at least something near it, rather than following something.
follow_target is the root CharacterBody3D (origin at feet center). A script dynamically sets PhantomCamera3D.follow_offset as a composite of _y_offset = _anchor.position.y where _anchor is eye-level (where an FPS camera can be hooked up to) and _xz_offset = offset.rotated(pcam._follow_spring_arm.rotation.y) where offset is a Vector2 offset along the world XZ-plane (Vector2( 0.5, 0.0 ) in the video)
In FollowMode.THIRD_PERSON,
_interpolate_position
dampens the position of the anchor point of the spring arm, rather than the resultant end position of the spring arm:phantom-camera/addons/phantom_camera/scripts/phantom_camera/phantom_camera_3d.gd
Lines 698 to 701 in a351bfb
This is undesirable behavior, for example, in an over-the-shoulder 3rd person camera:
Video demo: 2024-05-01 05-43-38.webm
I don't believe there's a quick fix for this without moving dampening logic into PhantomCameraHost: #278
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