I have a third person project with an environment setup that i would like to capture with cinematic cameras from different angles while im controling the character.
The thing is that when I press play, the cinematic cameras stop working… they freeze in that frame and dont capture whats happening “live”.
Is there anything im missing? Hop3 anyone can help me out!
Edit: Another question, do the cinematic cameraa need to be on a sequencer? I would like to know of I can free-hand the cameras without having them on a sequencer…
Greetings Du.Moura, thank you for posting your question.
I would like to know about the camera setup. Are you looking to implement a fixed-camera setup, similar to Resident Evil?
For the second question, I am not sure I am following as it would sort of depend on what you intend to do with it? Are you creating a cinematic scene where the player moves and the cinematic camera moves independently?
If so, then yes, a sequence would handle the camera’s movement and any other attributes you need to change.
I look forward to additional clarification on what you intend to achieve here.
I would really like to have a mix of fixed cameras and moving cameras.
Some that would move alongside the character movement in particular shots, others that are following him from certain angles like if a drone was following my character.
The things is, that besides having rigs and static cameras, I really would like to be able to pilot my camera aswell, as if it was a drone controlled by me when needed.
Hello again Du.Moura, thank you for the additional information.
If you are looking to have a camera move independently of a player’s movements then a sequencer would be a great idea. If you are looking for a static camera then perhaps a Set View Target with Blend would be helpful. I am unsure of the drone + player movement implementation so I am open to anyone chiming in with that.
I suppose a cheaty-shortcut way to perhaps simulate a drone would be to pull the third person camera way up and back from the character. You could simulate the unsteady movements a drone makes with a timeline that just sines the camera ever so slightly. Or I guess attaching it to the head socket as that seems to be rather “bouncy” to say the least.
But to control the camera independently and simultaneously of the player seems a bit out of my scope.
In regards to a camera that moves whilst viewing the player:
Another idea I just thought of would be to perhaps, have the camera move via a timeline to a target point once the player overlaps with its collider. The first thing that would happen is you’d set the view target with blend, then start the timeline to have the camera actor move. The downside to this idea is that the camera will continue its movement to the target point regardless of which direction the player is moving; which will result in the player being hilariously out of frame if they aren’t going in the camera’s direction.
It seems since you have a few camera ideas, you will have quite a few options for implementation. I hope my thoughts inspired you.