Camera range and animated models.
Blitz3D Forums/Blitz3D Programming/Camera range and animated models.
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I have this animated gun in a hand that I want close enough to the camera so that you don't see the chopped off arms but if I put the camera too close the model, it disappears. I tried messing with camera range to keep it in view to no avail. If I don't animate it I can get as close as I want. Any idea? |
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Have you tried messing around with 'entityorder' on the 'gun' so that it appears on top of everything? |
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Just tried it no luck. I'll keep fussing with it. Is there a good FPS example around here that shows the general idea? |
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From memory, using entityorder on complex meshes can cause polygon sorting/rendering glitches. A better method might be to render your gun after rendering your level geometry i.e. one camera for your level geometry, a second camera to render your gun. Another option is to scale down your gun, but bring it close to the camera - so that it appears at the correct scale, but the model is small and contained within your character's collision radius. Another option which I have seen but which is less common, is to check if your gun is/about to clip with level geometry and have it 'lowered'. |
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You tried a near camera range of 0.1? Just checking. |
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Yep, tried that. Funny thing is that if I do not use Animate I can put the camera right up to the end of the barrel of the gun and it is fine. |
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Isn't there a command that can change the bounding box on animated entities to avoid this? |
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perhaps MeshCullBox mesh,x#,y#,z#,width#,height#,depth# ?? I'll try it in a bit. I assume x,y,z are the center of the mesh. |
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Yep, that works! Thanks MadJack! |
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Is there a good FPS example around here that shows the general idea? I believe there's one in the Samples collection of B3D itself (i.e. on your computer, not this website) I think it's either called "shooter" or "scare", something like that. |
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I looked at that before posting, nice example of general concept but it did not have the hands or weapon. |