@Sephern : Thanks a lot man. About the camera, it’s pretty easy to set up in Blueprint. It just two linear interpolation ( one for the FOV and the other for the relative location of the camera ) that is driven by the speed of the character. The faster he goes the higher the FOV. And for the location, the camera is just right behind the character, but when the character take some, it shift a bit on the side, shoulder camera style so you can see at what you aim.
About the cable lentgh, actually when the hook hit something, I’m calculating the length between the end of the cable and the character, and set this lentgh as my linear limit size in my physic constraint. So that mean the cable can’t be longer and you got the swinging effect if you falling past this limit. The length is recalculating every time when you reel the hook and is reseted when you’re not hooked anymore.
Guedin your character model looks awesome, and the grappling! The turn at 1:18 in your latest vid, so smooth! The in flight pose is so true to the series as well. Keep up the work.
Thx for those tips. The camera is pretty neat and simple to implement, so 2 times awesome.
About the cable and swinging, could you tell us anything about your key bindings? For example, can you reel and wind the cable with different keys, only reel? Is the cable acting as a hinge or as a spring?
there’s no spring effect for the cable, I thought that while it would probably be more realistic, it’ll make you character harder to move precisely. About the key binding, I got the space bar for jumping, and if you keep pressing space, you also reel the cable. I also added air control that depends on the speed. the higher the speed, the higher the air control, so if you are in air but no velocity, you can’t move around, which would be weird