AdamN Posted September 1, 2014 Posted September 1, 2014 Hi all, I'm currently trying to modify the camera jiggle in Config/View/View.lua so that I can get a realistic camera movement (as in, someone standing and holding a camera on the ground) in free view (F11) similar to what you see in this video: Unfortunately I am having trouble understanding what all of the variables refer to. Here's what my config currently reads (changes highlighted in red): function CameraJiggle(t,rnd1,rnd2,rnd3) local rotX, rotY, rotZ rotX = 0.05 * rnd1 * math.sin(37.0 * (t - 0.0)) rotY = 0.05 * rnd2 * math.sin(41.0 * (t - 1.0)) rotZ = 0.05 * rnd3 * math.sin(53.0 * (t - 2.0)) [color="red"]--rotX = rotX * 0.1; --rotY = rotY * 0.1; --rotZ = rotZ * 0.1;[/color] return rotX, rotY, rotZ end function CameraFloat(t) local dX, dY, dZ [color="red"]--[/color]dX = 0.61 * math.sin(0.7 * t) + 0.047 * math.sin(1.6 * t); [color="red"]--[/color]dY = 0.43 * math.sin(0.6 * t) + 0.067 * math.sin(1.7 * t); [color="red"]--[/color]dZ = 0.53 * math.sin(1.0 * t) + 0.083 * math.sin(1.9 * t); [color="Red"]dZ = 0; dY = 0; dZ = 0;[/color] return dX, dY, dZ end Now, I've simply edited CameraFloat() so that each of the variables is set to zero so that the camera doesn't swing around - after all, if I'm trying to simulate a guy standing there with a camera then I doubt he's going to be doing much running! In CameraJiggle(), you can see I've made an attempt to reduce the effect in the commented out section, by simply multiplying the output on rotX, rotY and rotZ by 0.1 (or dividing by 10, if you'd prefer) and what I THINK is happening is that the overall movement is reduced, so the camera still flicks around rapidly, but it doesn't go quite as far left, right, up, down, forwards and backwards. However, what I initially want to do is reduce the speed of the oscillation, but without knowing exactly what variable means what, I'm not sure where to start. CameraJiggle() takes four arguments; t, rnd1, rnd2 and rnd3, which if I had to guess would mean time, and perhaps the current position of X, Y and Z respectively. Any ideas on how I could adjust the 'speed' and indeed if there are any other existing algorithms out there that could perhaps be modified to suit this function? Apologies if I haven't explained it as clearly as I'd hoped! I'd be happy to provide more information if needed.
Blaze Posted September 3, 2014 Posted September 3, 2014 Here is a link to what you're looking for, it's already been done. :) http://forum.virtual-airshows.com/index.php/topic,1431.0.html i7 7700K | 32GB RAM | GTX 1080Ti | Rift CV1 | TM Warthog | Win 10 "There will always be people with a false sense of entitlement. You can want it, you can ask for it, but you don't automatically deserve it. "
AdamN Posted September 4, 2014 Author Posted September 4, 2014 Here is a link to what you're looking for, it's already been done. :) http://forum.virtual-airshows.com/index.php/topic,1431.0.html Ah excellent! I'd searched for something similar but didn't find anything. Thanks :)
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