This happened in a patch long ago and Blizzard did it again: Changing stuff that is going on in the background using Camera Triggers.
With the newest patch, the Camera using 'Apply Camera Object' now moves much faster (feels like several seconds) to the Target Camera than before and it broke lots of cinematics in my project. Now I'm forced to add 1-2 seconds to all my Apply Camera Object Triggers. Is there an explanation for this?
This happened in a patch long ago and Blizzard did it again: Changing stuff that is going on in the background using Camera Triggers.
With the newest patch, the Camera using 'Apply Camera Object' now moves much faster (feels like several seconds) to the Target Camera than before and it broke lots of cinematics in my project. Now I'm forced to add 1-2 seconds to all my Apply Camera Object Triggers. Is there an explanation for this?
Alright, so I did some testing with the help of a Timer Window to keep track of the camera's movement duration. If you leave 'deceleration' at 0, then the duration is accurate. But it appears to me that if you use numbers above 0 for 'deceleration', it alters the duration of the movement. The question is: Has it always been like that? I thought that the 'deceleration' and 'velocity' options were just there to manipulate the movement, but not the duration.
The cameras in my project are behaving strange as well, and I think this would explain it. Cameras are moving faster to their target than they were before, so there's a delay between the various camera shots. I'll see if I can find a workaround.
Right, so here's how I've fixed this for myself. I have 4 cameras, each one 90 degrees apart aimed at the same target (so they form a circle). The inital camera would be started with 100% velocity and 0% deceleration, and then each subsequent camera was given Existing velocity and 0% deceleration. After the patch, the cameras would suddenly slow down before they had quite reached the end of their path. I fixed this by just applying the next camera in the cycle 1/2 second earlier, before the slowdown really occurred, but maybe the info will be useful for somebody.
This happened in a patch long ago and Blizzard did it again: Changing stuff that is going on in the background using Camera Triggers.
With the newest patch, the Camera using 'Apply Camera Object' now moves much faster (feels like several seconds) to the Target Camera than before and it broke lots of cinematics in my project. Now I'm forced to add 1-2 seconds to all my Apply Camera Object Triggers. Is there an explanation for this?
i would like to know to! its weird
Alright, so I did some testing with the help of a Timer Window to keep track of the camera's movement duration. If you leave 'deceleration' at 0, then the duration is accurate. But it appears to me that if you use numbers above 0 for 'deceleration', it alters the duration of the movement. The question is: Has it always been like that? I thought that the 'deceleration' and 'velocity' options were just there to manipulate the movement, but not the duration.
The cameras in my project are behaving strange as well, and I think this would explain it. Cameras are moving faster to their target than they were before, so there's a delay between the various camera shots. I'll see if I can find a workaround.
Right, so here's how I've fixed this for myself. I have 4 cameras, each one 90 degrees apart aimed at the same target (so they form a circle). The inital camera would be started with 100% velocity and 0% deceleration, and then each subsequent camera was given Existing velocity and 0% deceleration. After the patch, the cameras would suddenly slow down before they had quite reached the end of their path. I fixed this by just applying the next camera in the cycle 1/2 second earlier, before the slowdown really occurred, but maybe the info will be useful for somebody.