I think leaving the scripting side to the community would be genius; with your limited workload it lets the community figure out for themselves what works best. Then you just create the scripting environment, exposing the inputs and outputs and core tools (ramping, sliders, weighting).
Assetto Corsa could be useful for inspiration. Its onboard camera is a set of config values; a g-force mix per axis with a lag/damping term, a shake (amplitude + frequency), a "head into corner" angle with a tracking speed, and a world-aligned toggle for horizon lock. That handful of knobs covers almost everything people ask for, so it's a good map of which inputs actually matter. Then separately, AC's modding is scriptable (Lua these days, Python in the older apps).
https://www.overtake.gg/threads/camera_ ... ngs.79949/
https://github.com/ac-custom-shaders-pa ... /README.md
The first person cam alot of people want <3
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LeasingCorn103
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jlv
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Re: The first person cam alot of people want <3
Yeah I think for what you're saying scripting would be absolutely necessary. I'm just trying to make something simple that would satisfy people until a full blown scripting system is there.
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LeasingCorn103
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LeasingCorn103
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Re: The first person cam alot of people want <3
I agree that for just building on the current FPV, roll (as in, the discussion about the camera remaining upright to some extent as defined by a slider) would be the most important.
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jlv
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Re: The first person cam alot of people want <3
The basic idea of using the global Y axis as the camera Y axis is simple. I've been going around in circles thinking about the most graceful way to handle the gimbal lock problems though. It's not completely obvious what to do when the forward axis is aligned with global Y. My initial thought was to just interpolate back to the local Y before it gets there. I.e. when local Y is 45 degrees off global Y start interpolating back to the local Y. But I think that might restrict it too much. Probably want to only do that when completely inverted.
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LeasingCorn103
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Re: The first person cam alot of people want <3
How is pitch factoring into this? I.e. When you say "local Y is 45 degrees off global Y" do you mean in terms of roll only?
A potential fix for the pointing-straight-up case might be blending global Y on the roll axis toward 0 as you pitch upward/downward.
Regarding inversion and your 45 degree figure why not make it higher than 45, something like 90+?
A potential fix for the pointing-straight-up case might be blending global Y on the roll axis toward 0 as you pitch upward/downward.
Regarding inversion and your 45 degree figure why not make it higher than 45, something like 90+?
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jlv
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Re: The first person cam alot of people want <3
Say you want the camera to use global Y and point down the local -Z axis (i.e. forward). If local Y is within 45 degrees of global Y (meaning the angle between the 2 vectors) you know for sure -Z isn't straight up. At 90 Z could be straight up or down. When that happens the camera direction will be undefined. When that happens you want to revert to just looking straight probably but the trick is to come up with a rule that does that smoothly.
Josh Vanderhoof
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