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Camera Tied to Walker Animation

Posted: Fri Dec 08, 2017 6:15 pm
by Samee3
I've been experimenting with alternate camera positons on vehicles. Mostly trying to set them to look through windows and viewports for sort of pseudo First Person. For the most part, it's been going quite well, but I just ran into a slight bump: the AT-ST. I got the camera positioned so that it looks through the correct viewport (well, sort of....) but the camera isn't tied to the animation of the walker when moving, so it looks just a little funny.

A quick look at the handy ODF reference brought these to my attention:

Code: Select all

NumBobPoints
BobVector
BobSlope
BobOrient
BobRSlope
BobTime
They look promising, but I wanted to ask if anyone has played with them before, and if so, is there any chance you could explain them a bit.
Hidden/Spoiler:
Or if I'm totally ****ed, you can tell just me that too.

Re: Camera Tied to Walker Animation

Posted: Fri Dec 08, 2017 9:16 pm
by Marth8880
You should check out DarthD.U.C.K.'s turret ODF guide if you haven't already:
viewtopic.php?p=459956#p459956
It covers turret cameras - and vehicle cameras in effect - pretty thoroughly.

I've never personally played around with those parameters, but I've always been curious about them as well. You should give it a go! ;)

Re: Camera Tied to Walker Animation

Posted: Sat Dec 09, 2017 6:26 pm
by Samee3
Well, I've tested a number of variations on the parameters for walkers and hovers, and got exactly.....nothing.
Maybe something else will turn up.
Hidden/Spoiler:
I did find that adding ShakeScale to a vehicle will amplify any shake by the defined value.
For example: ShakeScale = "10" will multiply any shake felt by the vehicle by a factor of 10.
Just be careful. It can get crazy really fast.