Hi all, I have a question about first person camera movement.
I need to make the yaw movement of the camera to be oriented based on its roll, so that when the camera is rotated on a side the yaw movement doesn’t stay locked on the horizon plane.
How can I do this? Thanks.
Not sure what you want really do, you described what kind of operations you want to do on camera, not what effect you want achieve.
So general hint for cameras:
Use fake (invisible) traget actor, manage camera trough it. ie. move that target however you want, for eg. snap to enemy switch or some cinematics target etc.
When invisible target is in position, you use node “look at” to calculate angles for camera.
Then you can interpto (interpolate) angles from current camera orientation to target.
Or use camera arm with some lag and smoothing, then just apply new orientation to it and armo lag will smooth it all.
This way all rotation calculations are more intuitive for you to code.
Thanks for your reply.
The situation is this: I have a boat floating on a Water Body (for which I have another issue I’ll post later in case). The character is attached to the boat and the boat leans with the waves. When L look left and right the camera yaw stays on the horizon axis instead following the boat roll. If the boat is rolling 45° on the right, looking right you should see the water and looking left you should see the sky. I hope I’m more clear now.