#Creating a third Person aim Camera with Cinemachine

1 messages ยท Page 1 of 1 (latest)

vivid tusk
#

Hello guys. I'm starting to work on a college project and i guess it's safe to say i don't have any professor to ask for help on this.

Right now my goal is to create a Third Person Camera with some characteristics.

I want the player to always be in the screen
I want to rotate the camera with my mouse
I want the player rotation to follow the Camera Rotation

Right now I'm using a CinemachineVirtualCamera with an empty object inside the player to act as the camera follow target.

south snow
#

Why not make the camera follow the player? You control the player and the Camera is in a specific spot?

vivid tusk
#

i tried that, but it creates a problem...

#

i dont really get that freedom o aim wherever the player wants to aim

#

Its going to be a third person shooter

#

I tried looking for some tutorials, but they are all incredibly specific on the mechanics... using two or more cameras for the aim, etc...

south snow
#

Ah, yeah I could see aiming adds a new problem I don't have with my 3rd person rpg project

vivid tusk
#

yeah...

#

i would kinda want this offset in rotation and in placement, think it would give it a good feel

south snow
#

I think a second camera sounds like the right answer, I use several cameras and I switch between them. The map is a camera from space basically over the player, the minimap is a camera etc

vivid tusk
#

I really dont need any of that. But i do need 1 decently working camera

#

I dont want to zoom in with mouse2, i dont want to switch FOV or to a different camera

#

I really just want to be able to have a free aim, the player on the screen and rotation on mouse

#

its going to be an 3D bullet hell game, hopefully

south snow
#

Is there a game that does what you describe? Is that like fallout?

#

I'm not a huge FPS nerd

#

I'm a huge rpg nerd ๐Ÿ˜„

vivid tusk
#

this is what we have as references

#

the game is called witch thief

south snow
#

looks fun

vivid tusk
#

the only difference is that i also want X-Axis rotation freedom as i really want to use the three axis for the bullet hell

#

it's something i havent seen around and i think it can be fun

#

but after 3 days of tweaking and tutorials im still stuck at probably ground 0

south snow
#

I don't really understand the camera system in the video

#

seems like just a shoulder mounted camera

vivid tusk
#

uhm...

#

do you think if i just make simple follow camera, with a look at target as empty gameobject inside my controller(sibling to my player mesh) to offset the character and rotation and just deal with the player it can work?

#

like 3rdPersonController {
PlayerCapsule
CameraTarget
}

#

can then the player could maybe rotate with mouse.look ?

#

player == 3rdPersonController

south snow
#

I think it's worth a try but I'm not experienced enough with what you want to do give valid advice ๐Ÿ˜‚

vivid tusk
#

๐Ÿ˜‚ welp... fucked i am

#

Apprecciate your help tho

south snow
vivid tusk
#

ive seen them

#

but sometimes they made me more confused than i was

#

The brackeys one if very RPGey and not really accurate for a shooter

south snow
#

Build your own 3rd person shooter controller in Unity with the new Input System and Cinemachine from scratch. Iโ€™ll show you how to move your character with an Input Action Asset, the PlayerInput component, and the Character Controller component.

The player will have two Cinemachine Virtual Cameras (vcam), and when the user aims down it will swi...

โ–ถ Play video
vivid tusk
#

that one is new, imma take a look