Sorry about this, the flipmesh post earlier can be ignored as it was something I was trying in order to solve a problem, but I think I am going to have to do it "Properly" .
Anyway, I know this has probably been asked before, but a little guidance would be appreciated.
I have a Third Person Shooter which to date all works except I am not happy with the basic camera function. Put simply, the camera is parented to the player, and it located very close to the player.
What I really want to do is have the camera further away so I can see the entire figure of the player, but as you can guess, the camera passes through walls and the wall in turn blocks view of the player.
If I use a collision on the camera, then when it hits the wall, everything goes out of sync and the man moves one way while the camera slides along the wall etc.
From reading previous posts I assume this can be fixed using pivots, but I could do with a basic outline of how to do this.
What I am thinking is 2 pivots, one for the camera one for the man, and somehow having the man placed between the two
and then having the camera pointing at the other mmanpivot.
Has anyone got any tips for this. I am not interested in anything too clever, just the ability to view the player from a further camera distance.
Anyway, I know this has probably been asked before, but a little guidance would be appreciated.
I have a Third Person Shooter which to date all works except I am not happy with the basic camera function. Put simply, the camera is parented to the player, and it located very close to the player.
What I really want to do is have the camera further away so I can see the entire figure of the player, but as you can guess, the camera passes through walls and the wall in turn blocks view of the player.
If I use a collision on the camera, then when it hits the wall, everything goes out of sync and the man moves one way while the camera slides along the wall etc.
From reading previous posts I assume this can be fixed using pivots, but I could do with a basic outline of how to do this.
What I am thinking is 2 pivots, one for the camera one for the man, and somehow having the man placed between the two
and then having the camera pointing at the other mmanpivot.
Has anyone got any tips for this. I am not interested in anything too clever, just the ability to view the player from a further camera distance.