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Hey @just_in_case we're trying to have moving / rotating platforms that the player can stand on and move and rotate with (according to). v1.5 does have moving platform support, but it doesn't respect (and take into account) the platforms rotation change. Do you have any suggestions? |
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many thanks for your further investigation on rotation platforms @smnmhmdy "But the player model is floating hundreds of units away from the parent" Did you also try to set the child's position to 0,0,0 when parenting to the platform? Maybe we need to compensate with another systematic rotation and/or location vector? Anyway I also got inconsistent results when parenting and unparenting to/from the platform. The strangest results I got when leaving the platform to find the player appearing at the weirded locations... That's why I had to come up with my cheap workaround of forcing the player to the platform center which I'm still not too much satisfied with. |
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Did you also try to set the child's position to 0,0,0 when parenting to the platform? Yeah, but it somehow resets the position to 0,0,0 of the world space instead, as if it was setting the absolute pos. I think I might go back to the drawing board and search for a completely different solution. Anyway I also got inconsistent results when parenting and unparenting to/from the platform. The strangest results I got when leaving the platform to find the player appearing at the weirded locations... This exactly was happening for me too... Upon unparenting the player would appear at like 2000,50000,-60000 for some reason |
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wrote: @ hadoken I'm really just learning Coppercube so very likely it's something to do with how I've put things together https://youtu.be/1QEbq6-KmWA Demonstrates what I've got going with the 1st version not the new one. Awgh , man you killed Kenny !!! |
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Just updated the behavior with version 1.6, It's a small update but it fixes a lot of important things in the backend, so I heavily recommend you to update to this version. - Added new parameter 'canFly', which can be used to create flying and swimming behaviors. - In certain situations the camera would lag behind the player character (which would induce motion sickness at higher speeds and overall not pleasant to look at). It would happen if you have your camera node higher than the player node in the scene graph. It's fixed now as the camera will automatically re order itself at the bottom of the scene graph at run time, effectively running in a 'late update' state. It also fixed the choppiness of the sticky surfaces, and they're much smoother to use (specially on lower framerates) - Fixed a bug where the whole behavior would stop working if you have 'handleMovement' or 'handleAnimation' turned off. - Fixed a few minor bugs. |
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Hello Sam, Thank you for this new update of your nice Third Person Camera controller. It is more and more approaching the perfection. I also like your "Sully" demo with its superb animations with its face and when its climbs on the cubes. |
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oops, I've shared the wrong file. Thanks for letting me know @marcw, I've corrected the demo now. |
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Dude, that's AWESOME! |
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smnmhmdy wrote: The first version of my Thirdperson Camera and Player Controller. It is a proper, modern and conventional third person camera and player controller, featuring things like collision detection, material specific footstep sounds, customizable keys and sensitivity (at run time), shoulder view and more. [How to use] Create a simple camera and attach "SM Thirdperson Controller" to it, then attach the built-in "First Person Shooter style controlled" and set the "MoveSpeed", "RotateSpeed" and "JumpSpeed" to 0. Make sure SM Thirdperson Controller is above the FPS style controlled in the action manager. Now set the player node and change any settings that you want in the behavior. That's it! [Download] + Demo (v1.6) Behavior:https://www.dropbox.com/s/ym467y... Demo:https://www.dropbox.com/s/wi4mam... My friend, please send me a file of your camera. I'm in China. I can't download your file. My email address is 529454405@qq.com; Thank you very much. |
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My friend, please send me a file of your camera. I'm in China. I can't download your file. My email address is 891002432@qq.com; Thank you very much.I'm another Chinese. smnmhmdy wrote:
The first version of my Thirdperson Camera and Player Controller. It is a proper, modern and conventional third person camera and player controller, featuring things like collision detection, material specific footstep sounds, customizable keys and sensitivity (at run time), shoulder view and more. [How to use] Create a simple camera and attach "SM Thirdperson Controller" to it, then attach the built-in "First Person Shooter style controlled" and set the "MoveSpeed", "RotateSpeed" and "JumpSpeed" to 0. Make sure SM Thirdperson Controller is above the FPS style controlled in the action manager. Now set the player node and change any settings that you want in the behavior. That's it! [Download] + Demo (v1.6.1) Behavior:https://www.dropbox.com/s/m18ujj... Demo:https://www.dropbox.com/s/wi4mam... [Notes] - Change the sensitivity at runtime using smTPCAMERA.Sensitivity (js) or by setting the value of "Sensitivity" using "Set or change a Variable" action. - The shoulder view is a bit buggy as of right now. You have to use a more aggressive angleClamp value if you're going to use it. Make sure to check the included ccb file if you have any problems, and ask your questions in the forum or the discord server:http://discord.gg/e6TpKsq Let me know what you think, Can't wait to see what you guys will create with it :) |
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@eyey Hey, you can download it from the Ambiera website's extensions page directlyhttps://www.ambiera.com/coppercu... |
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I could not get this working with webgl. Is this meant only for windows |
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Yes, this is meant to work for windows, for now, WebGL uses somewhat of a different programming structure. But maybe in Future @Saman will push an update to this to work with WebGL as well. |
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A new update (v1.7) is available which fixes a lot of known problems that have been present since day one, and has some additions and improvements as well :) - Rewritten the rotation function, which fixed the player snapping to place from certain angles, and also made adding the new 'rotationSpeed' parameter possible, overall making the player's rotation much more stable - Added 'rotationSpeed' parameter, which controls the player's rotation speed - Added Smooth Camera Follow functionality which has 'smoothCameraFollow' and 'smoothCameraFollowSpeed' parameters - Fixed the shoulder view bug, which would cause the camera to freak out in certain angles. As a result, you no longer need to enable angleClamp when using the shoulder view - Bunch of other improvements and bugfixes Ps: For the past few months, I've been periodically adding small fixes / additions to this version, so there are bunch of more changes that I'm not remembering at the moment, I'll make sure to update this post if I recalled any more of them! [Download] v1.7 https://www.dropbox.com/s/6wkpd4... [Demo] v1.7 https://www.dropbox.com/s/f6wb2j... |
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Wow this cool. So awsome look at that damn graphic! Fuck! |
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