charlesdayhoff.ability@gm
New member
Hey, I'm newer to the system so please bear with me.
I've installed the updated Cinemachine Opsive Ultimate CC Integration with the Cinemachine 3.1.4. It works, except for one item. Before the Cinemachine update, I could change a parameter from world view to (unfortunately I can't remember the name of the other view type) and the camera would rotate with the character when they turned using dynamic gravity. It worked almost identical to a third person camera controller.
I understand this is more of a Cinemachine question that's being used in unison with Opsive UCC, but any information would be extremely helpful.
I'm using a Orbital follow for the Position Control with a binding Mode of World Space, and a Rotational composer for the Rotation Control. I've tried playing with the binding spaces like in the previous Cinemachine versions that worked, but the option I used is no longer available in the most recent update from what I saw.
I'm trying to make it where the camera rotates with the character, so that when he is rotated (such as in a align to ground dynamic gravity) he always appears orientated straight up, it's the world that rotates instead in the players view. The pictures show what it is currently, along with my Cinemachine settings. He should be appearing to stand straight up, but the stairs should be upside down.
I did research and found that maybe the world-up override on the Cinemachine brain, could be a possible answer, but I couldn't find a way to verfiy this. Also, the transform for the world-up override would have to be from the characters perspective. I've looked up logic on how to code this, but couldn't get it to work. If this is the solution, would you mind giving me a step by step example. Honestly, I feel like the biggest idiot at the moment, but any spoon fed help would be greatly appreciated.
If this is not the solution, are there any other ideas that I might have missed? Please advise.
I've installed the updated Cinemachine Opsive Ultimate CC Integration with the Cinemachine 3.1.4. It works, except for one item. Before the Cinemachine update, I could change a parameter from world view to (unfortunately I can't remember the name of the other view type) and the camera would rotate with the character when they turned using dynamic gravity. It worked almost identical to a third person camera controller.
I understand this is more of a Cinemachine question that's being used in unison with Opsive UCC, but any information would be extremely helpful.
I'm using a Orbital follow for the Position Control with a binding Mode of World Space, and a Rotational composer for the Rotation Control. I've tried playing with the binding spaces like in the previous Cinemachine versions that worked, but the option I used is no longer available in the most recent update from what I saw.
I'm trying to make it where the camera rotates with the character, so that when he is rotated (such as in a align to ground dynamic gravity) he always appears orientated straight up, it's the world that rotates instead in the players view. The pictures show what it is currently, along with my Cinemachine settings. He should be appearing to stand straight up, but the stairs should be upside down.
I did research and found that maybe the world-up override on the Cinemachine brain, could be a possible answer, but I couldn't find a way to verfiy this. Also, the transform for the world-up override would have to be from the characters perspective. I've looked up logic on how to code this, but couldn't get it to work. If this is the solution, would you mind giving me a step by step example. Honestly, I feel like the biggest idiot at the moment, but any spoon fed help would be greatly appreciated.
If this is not the solution, are there any other ideas that I might have missed? Please advise.