![]() Or does it not account for the camera's offset? Off-hand, I'd have assumed that the model would shift its aim to account for camera position shift in an attemt to still try and aim for centre screen. ![]() Originally posted by Malidictus:Right, but the 3D model is still linked to the camera. Logistical challenges like these genuinely interest me :) There are no perfect solutions in this case, which is what made me curious. Either camera and aim converge at a fixed distance from the shooter ensuring offset aim at most distances or the shooter aims at the point where the camer's centre intersects terrain causing aim to jump when shifting between objects at different distances. That obviously introducec parallax convergence issues inherent in all third-person shooters, but there are common solutions. Right, but the 3D model is still linked to the camera. The raycasts still originate from the original first person model, so you're not shooting at the screen center but where your character aims (Which depends on your camera settings). ![]() ![]() Originally posted by Shiny Hoppip:This is one of the problems with aiming at the moment. ![]()
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