Yesterday I made a basic project where I implemented the solution I originally mentioned just to demo how I imagined it could work:
- the white cone is an object with a collision volume
- the cone object contains data defining camera modifiers in this area
- when the player’s collision volume interacts with that volume, the camera modifiers are added to the regular camera logic, the modifiers are removed when you leave the area
- the effects are cumulative so numerous modifiers can be active at the same time; atm the system accumulates simple values and the camera actor behaves according to those rules
Things are somewhat hard-coded; if I were to turn into a smart(ish) camera system, I’d base it around Actor Components getting dynamically added to the camera actor, each bringing a new set of rules. This would provide a lot of granular fidelity as each component can define complex logic.
A camera would sit, gather info about its components and act accordingly. This would be a useful system for all things unpredictable and procedural, where you do not know what’s behind the corner but the camera can cleverly pick up on it.
Again it all depends on the desired effect and could be combined with the spline method you need.