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Found 8 results

  1. Hi guys and gals, I was reading the docs on Customizing Camera Inputs https://doc.babylonjs.com/how_to/customizing_camera_inputs and I want to customize the camera input for the FollowCamera. But it has no camera.inputs set at the moment when I look at the definition: https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/babylon.followCamera.ts While for example the FreeCamera has: https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/babylon.freeCamera.ts#L164 My question is: Can you set the camera.inputs to a new CameraInput
  2. Yo dudes In my continuing quest to work with Babs for my client project, I'm exploring how to control cameras in response to user actions such as clicking. As usual I have more questions than answers... The idea is to move the camera to a position in front of a chosen mesh within the scene. I've got a very simple scene going where, upon detecting a click, I create a follow camera, set its position and rotation to the active arc camera, then define the camera target and let it animate to it. Some questions on this approach: 1) There's a shift in position when switching activ
  3. Hello guys, I have a scene with a FollowCamera and I need to switch between multiple targets. For some reason though, I cannot get to make the switch smooth. When setting lockedTarget directly it jumps from one position to another. I tried to make an animation with the "lockedTarget" property but it doesn't work. Maybe you guys could help me out? PG: https://www.babylonjs-playground.com/#9AXYDK#1 Thank you!
  4. Let's use this PG as an example: http://www.babylonjs-playground.com/#1PX171%2323 (WASD keys). Driving forward makes the camera follow the vehcile properly from a distance behind it. Now, when you go backward, the camera shifts direction and follows the vehicle from the rear end. I do not want this particular functionality in my example. I've looked through PG's, and they don't seem to have this issue. Another example is the Distraction Demo: https://www.babylonjs.com/demos/distraction/distraction.html I don't see any changes to the FollowCamera code base bet
  5. I have an issue where I am using the followCamera in a top down view (think original grand theft auto). It works fine except when I apply impulse to my character/mesh/imposter to where the character moves backwards, the camera rotates a full 180 degrees. I want the camera to stay in the position so that it never rotates. Meaning, the north portion of the map will always be north, regardless of the direction of the character/mesh/imposter the camera is following in the top down view.
  6. Hi guys! As I can see camera target is being set to mesh's absolute position (https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/babylon.followCamera.ts#L46): var targetPosition = cameraTarget.getAbsolutePosition(); Is it possible to somehow set an offset to camera target? So for example when we're following a character, by default the camera will be pointing to middle of the character mesh, but what if I want to point the camera to characters head or even above it, how could I achieve that? Hope my question is clear enough. Initially I posted the question here,
  7. Hello guys, I'm pretty new to Babylon.js and doing some demos. Right now I'm trying to implement a platformer physics like Mario Galaxy. But I'm having some problems getting a 3rd Person Follow Camera around Planet working :s This is what I have right now: http://www.babylonjs-playground.com/#2IYTT I'm trying to do a camera that will follow my character around the planet, an effect similar to Prosecution Demo: http://cdn.babylonjs.com/wwwbabylonjs/Scenes/prosecution/index.html Any help would be praised! Thanks in advance
  8. Here is a little bit of nonsense, mainly a movie but there is an interactive choice to make, will you do it or not? http://www.babylonjs-playground.com/#124DXA#20 Anyone fancies adding sound, or other improvements? It will be interesting to see if there any developments and what they could be.
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