With the help of some tutorials I have created a player character that can be controlled with WASD. I also have the camera following him around neatly.
However, I cannot figure out how to tweak some final details which are:
* I want the camera exactly above my character, not the sligthly tilted default view. I also want it to zoom a bit closer on the unit.
* I want the camera snapped to my character, without the use of that smooth wavy effect when it catches up with the unit while following.
I am not sure if I have to create a separate camera to achieve this, or toy around with the settings of the default camera in the data editor. If someone knows some tricks to help me out, I'll appreciate it. Thanks.
For your second issue you will want to look at the Target Smooth+ field inside the camera data tables, specifically Smooth Time Min and Smooth time Max. Try turning them down to something in the range of 0.1 and 0.4 respectively.
Just solved the first issue, camera is placed topside.
Now just to figure out how to follow the moving unit without swaying.
What does this mean? Placed topside?
"I want the camera exactly above my character, not the slightly tilted default view. " > I have been trying to do this too, but the view goes all crooked as the unit walks around the map.
@Zalafina: You could set the angle of attack to 180.0 then it will be an exact top view
"Camera - Apply camera object Angle Of Attack 180.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration"
And then pan the camera to the unit
"Camera - Pan the camera for player 1 to (Position of (Unit)) over 0.4 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning".
The event and the "Over 0.4 seconds" will configure the "swaying", so if you have an event like "Timer - Every 0.01 seconds of Game Time" and the panning set to "Camera - Pan the camera for player 1 to (Position of (Unit)) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning" There will be no "swaying" at all. But I am pretty sure you can lock the camera instead of panning like in the old editor.
Edit: Ohh, I almost forgot... Use a action that says "Camera - Apply camera object Distance 45.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration" to set the height of the camera.
@Zalafina: You could set the angle of attack to 0 then it will be an exact top view "Camera - Apply camera object Angle Of Attack 180.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration"
And then pan the camera to the unit "Camera - Pan the camera for player 1 to (Position of (Unit)) over 0.4 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning".
The event and the "Over 0.4 seconds" will configure the "swaying", so if you have an event like "Timer - Every 0.01 seconds of Game Time" and the panning set to "Camera - Pan the camera for player 1 to (Position of (Unit)) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning" There will be no "swaying" at all. But I am pretty sure you can lock the camera instead of panning like in the old editor.
Edit: Ohh, I almost forgot... Use a action that says "Camera - Apply camera object Distance 45.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration" to set the height of the camera.
FraindorX, thank you VERY much for the thorough step-by-step guide - it's perfect! No more swaying, YAY!
I found out that adding the unit to a unit group and then setting the camera to follow that unit group also removes all swaying, but your "top-down camera" guide - setting the angle of attack to 0, is still very useful.
Cheers!
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With the help of some tutorials I have created a player character that can be controlled with WASD. I also have the camera following him around neatly.
However, I cannot figure out how to tweak some final details which are:
* I want the camera exactly above my character, not the sligthly tilted default view. I also want it to zoom a bit closer on the unit.
* I want the camera snapped to my character, without the use of that smooth wavy effect when it catches up with the unit while following.
I am not sure if I have to create a separate camera to achieve this, or toy around with the settings of the default camera in the data editor. If someone knows some tricks to help me out, I'll appreciate it. Thanks.
Just solved the first issue, camera is placed topside.
Now just to figure out how to follow the moving unit without swaying.
For your second issue you will want to look at the Target Smooth+ field inside the camera data tables, specifically Smooth Time Min and Smooth time Max. Try turning them down to something in the range of 0.1 and 0.4 respectively.
What does this mean? Placed topside?
"I want the camera exactly above my character, not the slightly tilted default view. " > I have been trying to do this too, but the view goes all crooked as the unit walks around the map.
@Zalafina: You could set the angle of attack to 180.0 then it will be an exact top view "Camera - Apply camera object Angle Of Attack 180.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration"
And then pan the camera to the unit "Camera - Pan the camera for player 1 to (Position of (Unit)) over 0.4 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning".
The event and the "Over 0.4 seconds" will configure the "swaying", so if you have an event like "Timer - Every 0.01 seconds of Game Time" and the panning set to "Camera - Pan the camera for player 1 to (Position of (Unit)) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning" There will be no "swaying" at all. But I am pretty sure you can lock the camera instead of panning like in the old editor.
Edit: Ohh, I almost forgot... Use a action that says "Camera - Apply camera object Distance 45.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration" to set the height of the camera.
FraindorX, thank you VERY much for the thorough step-by-step guide - it's perfect! No more swaying, YAY!
I found out that adding the unit to a unit group and then setting the camera to follow that unit group also removes all swaying, but your "top-down camera" guide - setting the angle of attack to 0, is still very useful.
Cheers!