Phuein Posted September 16, 2018 Share Posted September 16, 2018 I'm working on a camera that behaves as if tracking a spaceship. The Z axis rotation shouldn't affect looking up/down and right/left, as if I'm the pilot in the cockpit of the ship in space, up is always my local up. I tried the FollowCamera, but it only lets me rotate the target mesh so the camera yaws, but doesn't roll or pitch. I tried the Free/Universal cameras, but rotating the camera to roll skews the yaw and pitch, as if they're in global dimensions - instead of local. I couldn't find a local/global rotation option, or figure out using quaternions/matrices with it, no matter how much I read about those and tweaked the code. I know I could make this spaceship camera from scratch, using an empty/mesh as a pivot, but I don't want to miss on using the quality code that comes with the engine already. Any suggestions? coolroar 1 Quote Link to comment Share on other sites More sharing options...
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