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FPS Camera controller - Animated !
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Enter the missing letter in: "Internat?onal"
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[quote][b]hadoken[/b] wrote: thanks for the valuable feedback @smnmhmdy! Yes my code is applying the upvector to both x and z axis intentionally for better results from my POV without knowing about vector rotation alignment between upvector and camera rotation. Your help seems to confirm that the upvector is meant globally, which I supposed to be meant as a local camera vector. In theory your advice sounds logically to me what to do to get the effect in the same strength for all directions. Unfortunately I'm clueless how to forge this into code with maybe Niko's Matrix transformation handler or with whatever. So I'll have to live what I have so far until I can compensate the drawback with a simpler workaround. Or maybe your time would allow to help our CC community out with your powerful programming skills another time...? ;-) One thing I bothers me very much when experimenting with the camera upvector: Why do x and z rotate the camera's sideward view angle steplessly/continuously with corresponding values while the y value only toggles between either up or down looking regardless of different float values? If the y upvector would allow for more differentiation we could simulate forward/backward head rotating with the upvector method. But this feature seems to be missing? Besides while we have global vs. local location (Position <-> PositionAbs) in CopperCube we seem not to have the same level of control over global vs. local rotation?[/quote]
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