Bouncy Camera Interpolation
Posted: Sun Jun 30, 2024 8:06 am
Hey,
recently purchased dialogue system and really enjoying it so far. I'm trying to integrate it into a game at the moment which has very physics-y movement and was wondering what the best way to make camera movement in the cutscenes match was.
Usually The camera is a child of the player, which moves using physics, and then is smoothed slightly with interpolation in late update. I find the camera command movement too smooth, and was wondering whether there was any inbuilt functionality for different interpolation methods. If not is it worth attempting to code my own sequencer command that uses a bouncier interpolation? If not would it be possible to use the camera as a target but render from a different camera that I can use physics-y movement on as described above to make it follow the dialogue system camera?
Would appreciate any advice on which if any of these approaches sound sensible.
thanks for any help .
recently purchased dialogue system and really enjoying it so far. I'm trying to integrate it into a game at the moment which has very physics-y movement and was wondering what the best way to make camera movement in the cutscenes match was.
Usually The camera is a child of the player, which moves using physics, and then is smoothed slightly with interpolation in late update. I find the camera command movement too smooth, and was wondering whether there was any inbuilt functionality for different interpolation methods. If not is it worth attempting to code my own sequencer command that uses a bouncier interpolation? If not would it be possible to use the camera as a target but render from a different camera that I can use physics-y movement on as described above to make it follow the dialogue system camera?
Would appreciate any advice on which if any of these approaches sound sensible.
thanks for any help .