Zalo DS Blog

Monday, August 14, 2017

Properly doing cameras interpolation through a target (II)

This is the 2nd post on the series Properly doing cameras interpolation through a target:

Having fun interpolating cameras? Let's take a look at some issues of the Camera interpolator we started on the previous post and fix them

The Rotation issue

If you test the interpolator a little bit you'll see it behaves very well even with moving objects. Because it focuses on the target it doesn't matter if it is moving or not, on any step of the interpolation it places itself on the target position and then interpolates from there.

But there is an issue interpolating between rotating cameras. Make the target rotate by adding the next script to it

and then set any of your cameras as children of the target so they rotate with them. Now pay attention to what happens when you interpolate from this camera to itself:
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Tuesday, August 08, 2017

Properly doing cameras interpolation through a target (I)

This is the 1st post on the series Properly doing cameras interpolation through a target:
- Properly doing cameras interpolation through a target (I)
- Properly doing cameras interpolation through a target (II)

Not sure everyone knows, but I am the kind of player that one day is enjoying the latest Zelda and the next day can be playing a Nintendo64 game on my favourite emulator. I don't play too many games (not that I ever had, usually when I was a kid I could get 5-6 different games a year, so I am fine with this) but the few ones I do I like to get to at least one of the endings.

Jumping from Banjo Kazooie to Zelda Breath of The Wild I could appreciate an evolution on the cameras Interpolation both games were doing. This is something that I wanted to work on for a long time, so after seeing it every night in Zelda BOTW I decided to implement it once and for all.


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