FPS camera movement (player leaning/steps)
Hi, I wonder how you guys would modify a FPS camera center/target positions, or roll angle to simulate player movement, example in doom3 or other game, the camera parameters are modified to show that the player is walking. what I think would be a 'U' camera target trajectory movement in front of player, interpolating from one ending of U to the other, and repeating, please write your suggestions, thanks in advance.
[Edited by - nekitusan on August 12, 2007 12:04:28 PM]
I would tie the horizontal and vertical movements to a sine function. That way, you'll get smooth, tweakable movements.
e.g. gunOffsetX = sin(time_value)
You merely increase the time value as the player walks, and you'll be able to have the gun move horizontally. Combined with a vertical offset (and limiting the input), you can simulate the U pretty well.
e.g. gunOffsetX = sin(time_value)
You merely increase the time value as the player walks, and you'll be able to have the gun move horizontally. Combined with a vertical offset (and limiting the input), you can simulate the U pretty well.
yes, that works for the gun indeed, but for the player's "eyes" ? that's what I want to tamper with :), that scheme would work for the eyes too, but I'll have to find a frame composed of view direction, up vector and side(cross product of the first two vectors) and slide the camera position along the (side) and (-side) with a sin().
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