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True FPS camera issues

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  • replied
    Ok I managed to align the hands using a combination of an aim offset with hands locked in front of the camera in ik and using fabrik nodes. The only problem now is that the hands sway sideways while looking up and down

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  • replied
    Hand placement is via TwoBoneIK node in animgraph , quick look https://youtu.be/UgmGcHKmUDk

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  • replied
    Originally posted by Basement Bob View Post
    Most of the movement animations available are over exaggerated, based on self conscious actor/models running on treadmills or placing a spring in their step,

    Soldiers are not celebrating the first day of spring and the joy of life, perky young school girl skipping across the meadow to pick flowers?
    I think not, grim determination and a heavy heart are the hallmarks of a soldiers gait.

    Well that's my excuse for mellowing out the head bob inside the animations to remove bobbing at the source, reworking the animations based on steady head position for walk, slight bob for jog and a steady aim animation for toggling breathing while stationary.

    Just another approach, depending on needs and skill-set might be an idea.
    In the rainbow clip other players movements did not look very head bob ish.
    there is a very small amount of headbob which is vertical and some forward movement of the head. I took advice from witch-dev and unpatented the camera from the head and instead place the camera smoothly in local space using timeline to predicted positions. I fixed the neck position so that it is always below the camera using ik for now. No headbob and everything looks fine for now. But how to align the hands with the gun now?
    Last edited by vb2509; 11-17-2019, 07:02 PM.

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  • replied
    I'll get back to you on your Q after the game-jam.
    For now, suffice to say that you can dig into the IK Content example on your own along with the IK training videos
    https://www.youtube.com/watch?v=vZW8mxlQJEk

    That's the base from which you start.
    As you will see (or already saw) the hands have a Root bone.
    What you want to do then is link a socket placed on the Front Sight, one place on the Rear sight (so you can line them up and get a picture perfect sight), and shift the weapon up enough to get those 2 sockets to have the same Z as center camera (with a scalar for adjustment so that different sights can be offset easily).

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  • replied
    Yes, that happens after he used some kind of drone or camera and to me, the first person and the third person running animations look very different (look at the way he holds the gun). They are using different/adjusted animations for first person.

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  • replied
    Most of the movement animations available are over exaggerated, based on self conscious actor/models running on treadmills or placing a spring in their step,

    Soldiers are not celebrating the first day of spring and the joy of life, perky young school girl skipping across the meadow to pick flowers?
    I think not, grim determination and a heavy heart are the hallmarks of a soldiers gait.

    Well that's my excuse for mellowing out the head bob inside the animations to remove bobbing at the source, reworking the animations based on steady head position for walk, slight bob for jog and a steady aim animation for toggling breathing while stationary.

    Just another approach, depending on needs and skill-set might be an idea.
    In the rainbow clip other players movements did not look very head bob ish.

    Leave a comment:


  • replied
    Originally posted by witch-dev View Post
    Some links would be helpful to make clear we are talking about the same thing. But from what I have found that happens after people use their drone, which means they have already left their body. If the bug is showing the first person animations though you can see a ton of head movement going on which is clearly not reproduced by the camera when you actually are in first person, so they aren't copying the head position exactly with their camera.
    Also in rainbow six, your own character doesn't seem to cast any shadow in first person, which is a strong indicator that the mesh and animations get changed when that bug happens.
    see this
    https://youtu.be/1NYtBsIZaXk

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  • replied
    Some links would be helpful to make clear we are talking about the same thing. But from what I have found that happens after people use their drone, which means they have already left their body. If the bug is showing the first person animations though you can see a ton of head movement going on which is clearly not reproduced by the camera when you actually are in first person, so they aren't copying the head position exactly with their camera.
    Also in rainbow six, your own character doesn't seem to cast any shadow in first person, which is a strong indicator that the mesh and animations get changed when that bug happens.

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  • replied
    Originally posted by witch-dev View Post
    Judging from threads like this: https://forums.pubg.com/topic/292714...n-perspective/
    Different animations for first person view.
    hmm and how about rainbow six since the thirp person bug confirms it's the same model they are using for both views. I just wanna compare approaches to this

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  • replied
    Judging from threads like this: https://forums.pubg.com/topic/292714...n-perspective/
    Different animations for first person view.

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  • replied
    Originally posted by witch-dev View Post
    I'd just hard copy the rotation from the camera to the head bone, not the other way around. And to avoid slight shakiness from imperfect IK I would probably use the IK target bone for the camera location. Now getting the gun to align perfectly with the camera requires either really good IK or you do roughly adjust the upper body and then just yank the arms into the correct place relative to the camera. (I have no idea what Wolfenstein does since I haven't played any of the Wolfenstein games)
    well take pubg for example. They did use the animation starter pack to a large extent. How do you think they did it?

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  • replied
    Placing the camera independently to the place where the head should be seems to work after putting an ik on the neck the keep the upper body from moving. I use a timeline to smoothly interpolate the camera Dow or up with stance change. So I guess headbob issue is solved. I'll still keep a cam on the headsocket for cutscenes or montages I guess.

    I might share my solution someday after the hand placement is solved

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  • replied
    Originally posted by MostHost LA View Post
    Just like in real life, You never put your head on the stock, the rifle come into your view.
    Basically you just set the weapon's front sight as the master IK and you match alignment to the z of the camera exaclty.
    The hands will come up with the IK chain, and you should be good to go.
    Could you give me an example of how I could set this up. Ik seems to be messed up when I try doing this

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  • replied
    Just like in real life, You never put your head on the stock, the rifle come into your view.
    Basically you just set the weapon's front sight as the master IK and you match alignment to the z of the camera exaclty.
    The hands will come up with the IK chain, and you should be good to go.

    Leave a comment:


  • replied
    I'd just hard copy the rotation from the camera to the head bone, not the other way around. And to avoid slight shakiness from imperfect IK I would probably use the IK target bone for the camera location. Now getting the gun to align perfectly with the camera requires either really good IK or you do roughly adjust the upper body and then just yank the arms into the correct place relative to the camera. (I have no idea what Wolfenstein does since I haven't played any of the Wolfenstein games)

    Leave a comment:

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