Hello, I’m working on a Third Person Over the Shoulder Controller,
When Aiming, the Follow Camera is looking at the center of the screen (what I’ll refer to as the Focus Point). The player can switch to different shoulder offsets, for instance: from the Right Shoulder to the Left Shoulder.
My issue is the following: I’d like the camera to keep looking at the Focus Point, as for the Player to stay on Target when alternating between different shoulders.
I’ve been experimenting with multiple Camera Booms, Arrows, Control Rotation, etc. But to no real progress. I feel this might be really simple in practice, but I just can’t find the solution, plus I fail to find tutorials or similar questions online.
Any tips, functions, ideas of node(s) to use, links to identical threads, etc. are appreciated.
I’d look at firing a trace from the current camera a set distance…50m or so.
Use a select vector (impact location, trace end) take the result and use find look at location (2nd cam loc, trace result). Use the rot to adjust the 2nd cam, then switch.
(Trace from camera manager view) → (Location can’t be 0;0;0) → (Rotate Camera 2 [Camera Boom 2] to face hit location) → (Switch by activating/deactivating)
An undesired outcome is the “Camera Orbit” ,as I’ll call it, gets skewed
Is there a way to rotate the camera and preserve/adapt the camera boom with it?
If I had divide the desired function into actions, using a single camera and boom, it’d be:
Change Socket Offset (Timeline + Interp for smooth transition)
Keep Camera on the Focus Point/Target while interpolating to new Offset.
But the problem would be when adjusting the boom rotation or control rotation to retain the same Orbit around the Player/Boom, since the focus point is from the camera, which is dependent on the control rotation.
In short, what I think would do the trick is:
“Keep looking at that point while I move your boom’s socket offset”. Where the point can move during transition. (I’ve made that mistake before)