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pyromatic

3rd Person Camera Behavior

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Anyone have any ideas how to represent the behavior or movement of a 3rd person camera similar to the one used in Zelda 64?

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I started out trying to write a game similar to zelda 64, and here is what I came up with.

camera orientation should be slgihtly above the character, about maybe 10 units back, angled down at the character. if the character moves more than x amoutn of spaces forward, then in crease the cameras linear movement in that direction. if the character turns to the right or left and moves x amount of degrees rotate the camera.

basically what i did was to create a hotspot in the center of the character, and made confines for it. liek if the character was x amount of degrees away form the camera, move the camera to be behind the character. if the character walked behind the camera, the camera would flip around. This is what i found to simulate zelda 64.

hope this helps!


The Code is a Living breathing entity, and will move in accordance with you, therefore, be one with the Tao of the Code..

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Hi pyromatic,

I''ve never done this, but I was reading this article yesterday on Gamasutra about using quaternions for smooth camera movement in 3rd person games like Tomb Raider.

Here''s the link:
http://www.gamasutra.com/features/programming/19980703/quaternions_01.htm

cxi''s suggestion about having the camera follow a hot spot inside the character is something you would probably use in conjunction with this (I honestly haven''t a clue ).

Hope that''s helpful in some way (god knows how )

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squirrels are a remarkable source of protein...

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You don''t have to nessicarily(I can never spell that right) have the camera follow a character from behind. Final Fantasy Seven used some very nice camera angles to create a great effect, they were usually in tight spaces like small rooms.

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