TheOneBlackRider wrote...
rjshae wrote...
Solved it, I think. Through the process of elimination I narrowed it down to the guard rails. After I lowered them a bit the problem went away.
It must be doing a line-of-sight calculation: the first part of the guard rails has the steepest rise and that is where the camera changed. Once the character moved forward up, he was high enough for it to revert back.
Thanks.
Would it be possible to post some screens (eg. before and after) with pointing out on the altered mesh(es), what exactly was done (eg. via arrows) or how to adjust "it", so that the "zoom in" is avoided?
Thanks.
Sure. I've included an illustration below.

In A, moving the PC onto the base of the ramp (outlined in magenta) causes the camera tilt seen in B. What I discovered is that the height of the left part of the side mesh (outlined in yellow) causes the problem.
Lowering the top part of the side face in C (blue arrows) to a certain point on the body, as in D, removed the problem. I'm not sure if the critical height varies with different creature sizes.
Here is a copy of the files I used to reproduce the effect:
https://www.dropbox....era_problem.zip
Modifié par rjshae, 29 novembre 2013 - 05:36 .





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