Head bobbing is horrible. Period.
I can literally get motion sickness from testing my own game a whole 10 minutes and it gets about as bad as Fallout 4. The world’s worst fallout title…
I’m coming up with a way to lessen or entirely remove this horrible effect while still having a 3rd person body, a camera switch, and all of the parts on the character, including his head, though I’m not opposed to hiding it I’d there are actual benefits in the end.
im wondering if anyone has done this before to an advanced extent of what I’m after which is full removal of any headbob with any animation.
So far my line of thinking is this.
Socket on the character’s nose to attach the camera to.
the camera wont be attached but the actor On Tick event will get the socket world location axis, and store their previous value then update them. This enables to perform delta manipulation of the camera in local space on a per tick basis when the shift in motion is greater then a predetermined amount.
Basically if you go prone, start falling, start running, the camera will keep offsetting at least 1 axis of the socket at all times. Which I think will be enough since it should effectively eliminate all the micro sway that is usually below a range of 3 to 5 units of movement that causes issues.
Lets say maybe a maximum of 15 in running stata so we avoid any and all shakes…
Just putting this out here as an idea first. And maybe I’ll add some images tomorrow as I come up with a working solution.
all that said, curse any developer making fps games without considering those of us that get motion sick (bethesda!)