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Moveable Static - Player camera node confusion


prancer

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Posted

Hi Everyone,

 

I've recently been able to create a flying ship on my own using an original mesh, collision, etc. I can fly it and walk on it, but the serious point of confusion for me has been figuring how how to zoom out my point of view when I'm flying it. It defaults me to the root node no matter how I configure the nif heirarchy.

 

I've taken a look at the Dwemer Skyship and Dev Aveza; they both appear to be creating a camera node and nesting the ship underneath that, one with collision and one without (respectively). I've tried both these approaches, and they both fail.

 

Scenaros:

1. The way I have been doing it is to create a parent node (Camera) with the bhkCollisionObject pointed to it, and put the ship in a fadenode underneath that. If I do this, I still appear at root node when flying.

2. If I give the ship its own collision while nested, the collision points to the ship, so there are two separate collision nodes - in this scenario, I crash to desktop before the game finishes loading.

 

I'm thinking that I'm setting this up the wrong way, and I was wondering if anyone here was familiar with how this should be done, or if there are other ways to move the player during piloting.

 

Any suggestions would be much appreciated.

 

-P

 

Fixed it. The nested camera node was unnecessary - its actually more work than you need to do.

post-111136-0-11474900-1440911659_thumb.png

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