#Spline Camera Paths

1 messages · Page 1 of 1 (latest)

wary depot
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Another thing I did was find a way to make multiple spline paths and have camera transition to those new areas.

lethal delta
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the camera follows a spline path, for like ciematic events during gameplay?

wary depot
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cinematic like a cutscene?

lethal delta
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yeah, your work seems cool, just trying to think of use cases

wary depot
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its more of how the camera just tracks the player whenever they move within the spline path.

lethal delta
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ohhhh, that makes more sense

wary depot
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I tried to make something like this because my game is going to have curving paths I decided

lethal delta
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yeah yeah i understand now, its different from the games i work on so wasnt thinking of it at first.

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glad to see its working. CineMachine just makes it easier thencoding yourself, while removing a bit of functionality.

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so its cool to see its still being implemented manually

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what happens if you walk backwards while in the curved path?

wary depot
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its in the video but the camera still just moves backwards

lethal delta
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im dumb, didnt watch the full vid

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mb

wary depot
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not that i would give players reason to turn backwards.

lethal delta
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well it really depends on the scenery, some people like to stop to smell the roses, or something to check something they saw in the corner of their eye

wary depot
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since there is going to be platforming, I want to make sure the player doesn't have to touch the right analog stick at all. But I guess I can find a way to add a button which toggles camera to face behind the player or the other way.

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I want there to be a completely automatic camera experience since they'll be moving forward even with some branching paths. That being said, I should set the camera to look behind the player just by the click of a button if they want to look back.

lethal delta
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ah, i dont know your game so that makes more sense, it really depends on the goals you have. wish you luck with the prototype, always excited to see game design

wary depot
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thnx. here is my main game project. It just has a straight forward camera lock which rotates according to what the trigger box tells it to.

lethal delta
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feels real "Resident evil" camera movement honestly

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though i dont play many platforming games like sonic, so this is the closest game i have

wary depot
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been trying to figure out how the game does all that too.

lethal delta
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it seems for certain objects, it makes the camera move based on actions the player does, like OnCollisionExit() with the ropes,

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and then for some paths, it just seems that it does 2 spline paths, 1 for cam and 1 for player

wary depot
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thats definitely what I thought, although they probably have alot more things going on than that in addition to those paths.

lethal delta
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you kinda need to make a bunch of methods for moving the camera in different ways for this type of game ill be honest

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but once thats done, the biggest hurdle is level design at that poinr

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i cant see many hard things to do with the cam, besides (watch the player) (move this direction), and (follow this path)

wary depot
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its also very easy to make the camera spike to new paths making transitions abrupt which is why I had the camera be its own parent object to follow the snapped positions at a lerp.

lethal delta
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yeah, you never wanna set, you always wanna lerp

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but like at 1:05, the camera tps