SERIOUS BUG : Camera to humanoid positioning

[strike]Last night’s update proved to be extremely disasterous for first person shooter game.

Now we are unable to set the cframe properties of the neck weld in the character because it doesn’t do anything, which has been extremely crucial for us to make the guns look up and down properly.

Is there a plan to fix this?[/strike]

EDIT: The bug turns out to be the fact that the camera no longer follows the position of head even when the head position changes. I use the positioning of the head to get different camera angles on the character without having to remake the entire character system, so this work around was extremely important to me.

Is there a plan to fix this? Or do I have to make my own custom character system to fix this problem?

Just create a new weld and remove the neck weld.

That will kill the player no?

I’ve tried countless times before to replace the motor part weld of the neck with a weld part and then remove the neck weld, but end up with a dead player. I will try it again to see if it works this time.

EDIT: it works actually, which is good to know. But it turns out that neck welds weren’t the cause of my problems so it doesn’t fix my issue =P

Hey Lito,

We just jumped into your game and it seems to work. Have you changed any code compensate for this? If this is still an issue please give us more info: Documentation - Roblox Creator Hub

Actually I just checked the game code and it turns out it has nothing to do with the neck weld directly.

The problem, it turns out to be, is the fact that when changing the neck position of the head, the camera position does not follow. I change the position of my head regularly when I have to aim down sights and shift it to the side slightly. But now the camera position remains fixed on the original position instead of tracking the head.

The problem can be seen here:

[quote] That will kill the player no?

I’ve tried countless times before to replace the motor part weld of the neck with a weld part and then remove the neck weld, but end up with a dead player. I will try it again to see if it works this time. [/quote]

Put the motor6d in first, wait a second so the game actually recognizes its existence, and then remove the old one.

That’s not the issue anymore, it has to do with the camera position not updating relative to the head position

I was able to reproduce the issue, I think. It appears that when the character crouches or lays prone, the camera does not adjust to follow the head but instead stays in a position relative to the HumanoidRootPart.

A change was made to prevent animations that have head movements from causing the camera to swing back and forth. The camera target was changed to be relative to the HumanoidRootPart, which is unaffected by animations and provides a more stable location for the default camera target. Unfortunately, since CoR uses the head as a method for controlling the camera look at position, this no longer works as it previously did.

Are there other games that are having issues with this change?

Is there going to be a work around with this change?

The reason I did this was to get a working prone system without recreating the character system. Do I need to remake my own character system in order to have a camera that can be changed to the position of the head?

Something that’s happening to me, not sure if it’s related, but after this update the camera seems to be centered over the top of my character instead of on the character’s head, no matter where the head is positioned.

That’s exactly the new problem with the change

Right now there is no work around. Unfortunately, it will be difficult to revert to the old method without breaking other things.

What I would like to add is the ability for builders to specify an offset from the default camera look at location. This would allow builders to point the camera exactly where they would like without having to modify the head position or create invisible, dummy heads. The only question I am still working on is where to place this property. Since it only will apply to the “Custom” camera type, it might be appropriate to place it on the Humanoid or the Camera. If you have a preference for the location of this property, please feel free to offer your suggestion here and why you feel it is a the best place.

Thanks!

[quote] Right now there is no work around. Unfortunately, it will be difficult to revert to the old method without breaking other things.

What I would like to add is the ability for builders to specify an offset from the default camera look at location. This would allow builders to point the camera exactly where they would like without having to modify the head position or create invisible, dummy heads. The only question I am still working on is where to place this property. Since it only will apply to the “Custom” camera type, it might be appropriate to place it on the Humanoid or the Camera. If you have a preference for the location of this property, please feel free to offer your suggestion here and why you feel it is a the best place.

Thanks! [/quote]

Camera.CameraOffset pls. It doesn’t make much sense to have camera-related properties on a Humanoid, especially if the Humanoid doesn’t belong to a Player.

It seems like it would make sense to have it as a offset property on the humanoid object.

But the next question would be where would the camera rotate from? Would it rotate from the new position? Or rotate around the original position? Things could get wacky from there it would seem… Such as what if we wanted to choose between either two rotations?

It would rotate around the modified look at position when in third person, but rotate around the character when in first person.

This works well for vertical offsets, but does feel a little odd when using horizontal offset.

If you are looking for a camera that is very customized, it is possible to implement a custom camera in Lua that could have the functionality that you are looking for without requiring modifications or additional parameters to the default camera.

When do you think this sort of feature could be added?
Or if there’s any slight chance of a way for me of fixing this issue with some temporary workaround as two of my paid access games are now going to be problematic for the players that paid for a working game…

I was going to showcase some of my work that relied on this for the San Mateo maker faire this weekend. But now that it is pretty much broken I have to find some solution within the next 24 hrs alongside dealing with two upcoming tests I have for tomorrow.

A really bad timing for me to get this update… so I really need to find a way to fix this ASAP.
The aforementioned idea of the offsetting will obviously not be done in one day, so that won’t help here.

Unfortunately, I don’t know of a simple work around that will be available before Maker Faire this weekend. I will have the offset code ready for inclusion in the next upcoming build, but that won’t be live for a couple of weeks.

For your demos this weekend, I would suggest showing features that do not rely on the camera tracking the head position. There are lots of amazing things that Call of Robloxia does that doesn’t seem to be affected by this change.

Well, I hope with this you add tons more properties for the camera. I would love if we could have a 3rd person, with a mouse lock. Also, letting us set the distance from the camera to the head (well, now the “position”) would be nice also.

Found a temporary work around fix for aiming sights, but crouch and prone cannot be dealt with until the offsetting camera position feature is out. I suppose that will work out for now.

One new feature request in conjunction with the offset camera position:

Is it possible to have a property, that if set true, will allow your character to be seen when in first person view EVEN while player camera mode is set to ForceFirstPerson. And if false, then it will make your character invisible as usual when in first person view.

This will allow a third person camera view to be much more viable with the offset feature. And if that happens, then all my problems here will be solved.