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Cutscene Camera Jitter


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#1
henesua

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I am using John Bye's "Gestalt Camera Functions" which are part of his Gestalt Cutscene package. 

The problem I have is camera jittering/shaking. Once it starts happening in a cutsene, it continues through the entire cutscene. I have tried dividing the cutscene into pieces with calls to stop and then restart the cutscene, but this does not appear to correct the problem. The camera continues to misbehave. I have tried changing the camera mode while out of the cutscene, and setting the camera facing. None of these are solving it.

Does anyone have a method of correcting the camera jitter problem?

#2
henesua

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No ideas? Bummer. Well when/if I solve this I'll post the code.

#3
Builder_Anthony

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Sounds like your pc is bumping into something when the camera is turning.

#4
Failed.Bard

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Possibly the camera could be at a distance where it's clipping with an object, and the game is making adjustments for an unobstructed view which the cutscene camera manager is trying to undo.

#5
henesua

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Of course. That is clearly the initial cause of the shaking. Where I have the problem, I am using Diademus's spider caves so it is very difficult to avoid obstructions given the compexity of the wok mesh and ceiling. I can accept an occassional bump in such an environment. No problem.

But the problem I want to solve is the continued shaking even when the obstruction is no longer a problem. The jittering carries through the entire cutscene. Its as if once the camera gets thrown off the rails it can never get back on track again.

Basically the very start of the cutscene happens wherever the PC happens to be. Then after a few initial camera movememnts etc... the scene moves to a fixed environment where I can fine tune the camera movements to avoid bumps. However sometimes, a bump happens in the opening sequence which spoils the entire scene. If there is no initial bump everything plays smoothly.

I want a method to get the camera back on the rails. How refresh the whole thing so that bumps at the start of a cutscene don't cause problems through the entire thing?

#6
Failed.Bard

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What camera transition speed is it using? If it's a slower pan, does inserting a snap camera placement make a difference once it's acting up?

#7
henesua

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Are you suggesting that I set a slow pan and then insert a snap camera placement? I don't know much about this so I am curious why you came up with this, curious about your thinking about this.

I've tried exiting the cutscene (for a few seconds) and setting the camera facing. It didn't work.

#8
Failed.Bard

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With the slower pans, it will continue trying to move the camera to that position perpetually until it reaches it. This is true in cutscene or out of it, easily testable since out of cutscene you still have zoom control even though the camera itself is locked in position during the pan.

Inserting a snap placement of the camera will clear out the previous positioning change of the camera, and simply place it. Hence my thought that ~if~ you were using slow pans for camera changes, a snap placement might correct it.

#9
henesua

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Interesting, that could be the problem. Next time I have time to get at the code, I'll take this approach. Thanks.