Blending between Simple and Third Person Cameras that use the third_person_rotation behavior?
#521
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I'm looking for a solution to the following: I have static cameras which are placed around doors/stairs/other tricky interior features. I have a Third Person + Follow Target camera that is attached to the player. Area3D triggers will switch cameras as a player enters regions of interest. What I would like to do is to preserve the angle for Third Person I think I might need to do something like "when triggering a pcam change, check if the destination camera is a Third Person Camera and then adjust the third_person_rotation before the transition to match the current camera angle by reversing a look at," however, maybe there is a simpler way to do this? I am hoping to find someone to give advice on how to approach this. |
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Replies: 2 comments 6 replies
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If I understand it correctly, you basically want to have the If so, and as you mention yourself, I would imagine it would be a case of capturing the rotation, e.g., the |
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I can't seem to find a way to get a reference to the previous camera? There are signals but they don't include the previous camera. |
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I'm guessing that there is a script on each
Area3D, which is what changes the priority of each's associated staticPCam? Where that the script is reused in eachArea3Dinstance for all 30+PCams, where each script has a reference to thePCamnode it should control the priority of?If so, it should just boil down to each script instance talking to a scene manager.
If you made a general reference to a scene manager from the shared
Arera3Dscript using, e.g., a scene unique reference (%), which is just one line of code, then, when the staticPCam3Dof theArea3Demits thebecame_inactivesignal, you can call a method from the scene manager, where you pass the rotational value of the now inac…