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riuthamus

Camera attached to a bone

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How would one go about attaching a viewport camera to a bone on a mesh? How might you mitigate the mesh's movements ( dont make a jittery camera when the object is walking or turns ) that effect the camera?

 

What we want to do is attach a camera to a bone called HeadCam, this bone would be a bit above the normal head placement and forward of it. Letting you look down would show you the player and you would see your arms and such of the actual model.

 

We do not want to increase motion sickness so to reduce that we want to mitigate the bouncing you see and make the cameras look point unattached from the models direction. Thoughts?

 

Also, we know that commonly you make fake arms and such but i am looking to try something different if possible.

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How would one go about attaching a viewport camera to a bone on a mesh? How might you mitigate the mesh's movements ( dont make a jittery camera when the object is walking or turns ) that effect the camera?

 

What we want to do is attach a camera to a bone called HeadCam, this bone would be a bit above the normal head placement and forward of it. Letting you look down would show you the player and you would see your arms and such of the actual model.

 

We do not want to increase motion sickness so to reduce that we want to mitigate the bouncing you see and make the cameras look point unattached from the models direction. Thoughts?

 

Also, we know that commonly you make fake arms and such but i am looking to try something different if possible.

 

 

You want a gyro stabalized camera or one that is just less jerky but still follows the bone offset ?

 

Gyro stable is somewhat easier by to would have to decide what factors control its rotation about the operational plane.

 

Jerk/jitter reduction is some kind of inertial dampening where you interpolate from the old position to the next position and put limiters on how much change can be made in one step and then continue the catch-up stepping til the target facing/view is caught up with (if it ever does which is a dampening scaling problem).

 

Mutliple Angle movements and possibly greatly varying Translational (positioning)  even on a head  might requite abandoning the inertia to relock on a new current view  (some threshold that would have the camera lagging too far behind the action)

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