What can lead to such deviations of camera view? #292
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tiloc
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Difficult to say without a scene to test in. But the question has appeared before, where the reason is typically due to the |
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I am trying to migrate from my hand-rolled camera setup based on Camera3D to Phantom Camera. In my hand-rolled setup I have a Marker3D 1.8m behind my characters left shoulder and another Marker3D 2m in front of their face. In my camera's _physics_process I moved the camera to the position of the shoulder marker and made it look at the marker in front of the face. This gave the impression of a camera man running behind my character (albeit with no dampening).
Now with Phantom Camera I have created the following setup:
I let the camera follow my characters center at eye level with an offset to place it roughly behind the left shoulder. I make it look at the center at eye level with an offset 2m in front of the characters. In the preview, everything looks as desired. There are no scripts associated with the camera, only my character is scripted and the CenterEyeLevel marker is moving around with it.
Now as soon as I actually run my game, the camera shows a completely different perspective (and I haven't figured out yet, which one exactly - I believe it is looking away from the character to behind the character)
Any ideas how the preview and the actual outcome could be so different?
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