Showing full body from First Person

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11 comments, last by Scobbo 10 years ago

Setting the near plane to near can give lots of slowdown with stretched bitmaps, so basicly this aint going to be perfect,

+ what hodgeman sayd with the headbobbing, maybe you can leave that out, its Always about trying things out and see what it looks like.

S T O P C R I M E !

Visual Pro 2005 C++ DX9 Cubase VST 3.70 Working on : LevelContainer class & LevelEditor

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In FEAR the legs looked a bit odd since they didn't seem to have IK on the feet.
But wasn't kicking people in first person totally awesome? :D

Seriously, after I saw the pseudo hand to hand combat in FEAR I thought "every... FPS... MUST HAVE THIS!".

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

My journals: dustArtemis ECS framework and Making a Terrain Generator

So here is what I did, (keep in mind that the project I have it on I only had just the player and a wall and some terrain, there was not a lot of computation going on). I am using unity, who's mechanim system pretty much took care of the IK and the animation and the movement, so I just strapped the camera to the player's head and excluded the head and jaw bone from animation and made it controlled by the mouse. It worked fine because then in first person the collisions and movement felt natural. The one thing that I did notice sucked was that the head bone was influenced by the torso so when he ran and lent forward the camera would lean forward as well. And the only other problem I see is that if you had other parts of the PC's face where the rendered side could be seen by the camera (eyes, brow, tenticles, horns if not human) then the head needs to be a separate part and set not to render. You can even influence the character arms to hold a weapon where you are looking. I have had a fair amount of success in a limited test field. I'm not sure how much impact it would have doing this way in a scene where the is a lot of rendering and calculating but it is worth a shot.

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