So I made this. Don’t look behind you, lol
It does things based on the identity orientation of your head.
To other people, your head movement (as long as it’s within the natural range of head movements) will look very realistic.
There’s greatly increased camera mobility when looking straight up or down. I don’t know if I would want to use this as my FPS camera for a game.
Looking good! Definitely needs some limits on the rotations But other than that it’s very smooth. Like how you noted that there are no euler angles too. Kill dem ambiguities
The reason why it’s “better” is because you’re confining it to an euler set of rotations. When you turn MouseLock off, then my non-arbitrary rotation system starts being used. Which makes it weird, but, as Narutoworl says, far more natural and physically correct.
The reason why it’s “better” is because you’re confining it to an euler set of rotations. When you turn MouseLock off, then my non-arbitrary rotation system starts being used. Which makes it weird, but, as Narutoworl says, far more natural and physically correct.[/quote]
It’s “better” cus I dont throw up when the camera goes all over the place if I dont adjust my head to my torso.
You should add some sort of constraints pls
The neck snapping isnt realistic
Edit:
Please do not feel threatened or offended by my posts. I made these observations to record my personal experiences with the place and freely offered suggestions that you may choose to use or ignore. These opinions are my own and we both agree that I am entitled to express them.
I know nothing about how you chose to personally create this, nor do I know the intended final product if there’s even going to be one. I do, however, understand that you do know your demo well and might have appeared to have shown “a lack of though/research” because I was allowing you to fill in the blanks without being entirely explicit.
In regards to my comment on the MouseLocking - I assumed that you would understand that I know why the camera behaves differently if the torso and head are confined to a set angle. However I find that if I hold either the A or the D key long enough, my camera will not function properly once a pass a certain threshold. I brought this specific point to your attention because I feel this would provide a less than suitable play experience if this evolved from a tech demo.
Again, I did not mean to disrespect or appear blunt with my previous posts. Take what I say with a grain of salt. You know your projects better than I do. Yes it is a cool math demo, but I was referring to it’s implementation. I understand you have not gotten that far with this yet.