if they are, we check how fast the car is spinning
if it’s spinning fast enough, we switch the spring arm’s rotation from Relative (default) to Absolute
in absolute, the rotation is not affected by the parent’s rotation
when springarm rotation is absolute, the rotation follows velocity
when springarm rotation is relative (car is on the ground), it follows the parent
and you get to set the angle
You will, most likely, need to check another state - when the car is flipped on the roof. The template tracks that variable already and it’s called LowFriction - it’s used to modify physical material properties but can also be used to control camera behaviour.
Not only did you show how it’s done but you also helped me understand how it works. I managed to implement it and its working exactly how I want it to!
Hi, I’m trying to follow the above for my own repurpose but am getting lost, can anybody offer advice?
I’m trying to have a marble followed by a camera. I have a SpringArm and Camera attached, and it’s working great. (I’ve disabled Inherit Pitch/Yaw/Roll because otherwise we rotate with the springarm and nausea ensues.)
What I want to do is for the springarm to rotate around the ball to show where it is going. At the moment, it maintains the absolute world direction. Ideally, it would be a smooth follow-behind.
The below does alter the rotation of the camera, but it is jittery and intense, hard to see exactly what is happening. Any advice is greatly appreciated, thank you!