The camera that follows the player around is ‘vertex parented’ to the model,
I want to keep the camera from following it when it jumps, but free to move along x and y.
Problem here is the constraints don’t seem to work on child objects, so what can I do?
Well, the camera is a lot smoother this way…
but it still goes up and down along with the player.
An example of what I’m trying to achieve by removing the Z Axis would be kinda like the original Super Mario game.
You jump - the camera stays still, but follows along the X when moving left and right.
I will definitely use that camera setup in the file, though. It’s a lot better (and less stiff) than what I had before!
this, the camera is staying on the ground. but the camera is aiming at the player, you can just remove the tracking stuff in the camera, and it should be good, here I will do it real quick.
That’s what I thought at first, but couldn’t quite tell…
I parented a Cube to the empty and (because it didn’t rotate) thought it wasn’t working. My bad!
One of the methods I use (which can also be considered quite messy) whenever I want to restrict the translation/rotation of an object is through the use of an armature. For a camera locked on the XY plane, I would add an armature bone with a Copy Location constraint (make sure it is a bone constraint) and uncheck the Z checkbox. Then I would add an always sensor, connected to a run armature actuator in the logic window. Than all you have to do position your camera and parent it to the bone. Then you’re all set!
Keep in mind this method is good if you don’t want to fiddle with a lot of python. Otherwise BluePrintRandom’s method is more efficient and less memory intensive so use his if you are familiar with some code. This method is more for beginners.
Alright, so I finally got the camera set up in my scene, (and finally understand everything you’ve been explaining to me this past half-hour) but because the map is far away from the camera, the ray has nothing to hit. Have to improvise!
This method makes the camera so much more interactive, everything about it is great. So many possibilities, like having that wireframe cube be on a slant… and so on
Gonna use this camera method a lot more often, it’s really great!
Spent a solid 10 minutes trying to make the platform under the camera behave properly, all is good now.
Also, the file posted in your last post is pretty neat.
Gotta love Blender!
For easier configuration it reads the target object from an camera actuator (which will not be activated!)
I suggest you use an empty as target. Vertex parent the target to the player. Otherwise the camera will be placed at the player. I’m sure that is not what you want.