you all probably dont give a damn but does any of you know of a trick to get back into an Instagram account?? I stupidly forgot my login password. I would love any tricks you can offer me!
is it possible to make a tutorial for a "3D scene viewer" using godot 4 for touch screen devices with options like rotate, zoom and pan with gestures ? (similar to sketchfab 3d viewer)
Changing scale did not give any zoom effect on Godot 3.2 (don't know if it's just me though). In any case if anyone comes to this problem: you can change the Camera's field of view (camera.fov) for this purpose. If u make it a smaller number it zooms in, otherwise it zooms out. You'd probably want to clamp the fov too though, since too high an fov has... interesting results.
10:00 lerp(from, to, weight) is not supposed to be used like this way: from and to are supposed to be constant over time and weight is dynamic over time and going from 0 to 1. I guess your zoom_speed value is > 1. In this current code scale is modified and to and weight are constant therefore the zoom is always updated and the zoom will always have a steady state error.
Are you going to be making a tutorial series for isometric tiled based games in python? In your tile-based game series you mentioned that there would be one, but I haven't seen one yet.
i can't seem to be able to use the mouse to control the camera (& i also can't zoom) but the keys work (cam_up for exemple) i did check the "mouse control" box
Hi @kidscancode Are you still making videos? I've been trying to get two of your cameras to spawn into a two player game, each set across from each other and looking at each other. I've been trying to learn about spawners and synchronisers but getting them to adapt to these cameras is proving difficult. There's may request, you'd get a few dozen hits from me.
perfect for my character! Im still learning so what I want is when I move the camara around I think its the x axis I want the player to face the same direction its facing how would I accomplish this?
How do you get this to work with the right joystick and relative to it's starting point. I'm asking because I want to use the right stick to "look around" the car. So if I hold the stick to the right, it actually rotates 90 degrees from behind the car. And if I let go, it goes back behind the car. And if I'm just slightly pressing, it has to be somewhere between behind and side. I do get the rotation to work with: func get_input(delta): var y_rotation = Input.get_action_strength("look_left") - Input.get_action_strength("look_right") rotate_object_local(Vector3.UP, y_rotation) But then what? I also tried limiting it, like you do with the up and down. At _process I did "rotation.y = clamp(rotation.y, 1, -1)", but the camera starts flipping then. And together with my original camera and its script (which has a "catching up" effect). I get strange results. So: - CameraGimbal (script rotate) --- InnerGimbal ------ Camera (script follow car + "catch-up" speed dependant) Edit: gotten closer by doing the rotation script on the camera and the follow script on the outer gimbal. But I lose al the "catch-up" and the camera is on top of the car. And when I rotate, it tilts slightly.
the camera suddenly became tilted when I implemented mouse controls? all of my syntax was identical to yours. I removed mouse controls and everything is fine. any idea what sort of things could be causing this?
In 3rd person games, Do you know how to make the camera move closer to the player when something (Like a wall for example) gets between it and the player?
I was able to get everything to work except the zoom. That part doesn't seem to work in 3.5.1, alas. ===== EDIT: Actually, let me amend that to say that it works only if you move the zoom code that was originally put under the _unhandled_event() handler and put it into the _input() handler (without the test and early return for Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED).
This is one of the best tutorial out there to clear camera basics without making things complex! Brilliant work!
you all probably dont give a damn but does any of you know of a trick to get back into an Instagram account??
I stupidly forgot my login password. I would love any tricks you can offer me!
@Donovan Theodore instablaster ;)
You're so kind to make this effort to teach us something.
Thank you so MUCH!
Wow! This is not the tutorial I was looking for, but this is the tutorial I needed! Great info.
Wow, this is exactly what I needed. Gladly liked and subscripbed.
This is exactly what I needed, thank you so much for making this video!
Your tutorials are always useful and interesting. More please!
is it possible to make a tutorial for a "3D scene viewer" using godot 4 for touch screen devices with options like rotate, zoom and pan with gestures ? (similar to sketchfab 3d viewer)
this is what I`ve been looking for! thx!
subscripbed!
Great stuff, still works fine with Godot 4.
This was really helpful! I can't wait for more.
EXCELLENT video, thank you so much for this!
Changing scale did not give any zoom effect on Godot 3.2 (don't know if it's just me though). In any case if anyone comes to this problem: you can change the Camera's field of view (camera.fov) for this purpose. If u make it a smaller number it zooms in, otherwise it zooms out. You'd probably want to clamp the fov too though, since too high an fov has... interesting results.
10:00 lerp(from, to, weight) is not supposed to be used like this way: from and to are supposed to be constant over time and weight is dynamic over time and going from 0 to 1. I guess your zoom_speed value is > 1. In this current code scale is modified and to and weight are constant therefore the zoom is always updated and the zoom will always have a steady state error.
Are you going to be making a tutorial series for isometric tiled based games in python? In your tile-based game series you mentioned that there would be one, but I haven't seen one yet.
you are a genius
i can't seem to be able to use the mouse to control the camera (& i also can't zoom) but the keys work (cam_up for exemple) i did check the "mouse control" box
Hi @kidscancode Are you still making videos? I've been trying to get two of your cameras to spawn into a two player game, each set across from each other and looking at each other. I've been trying to learn about spawners and synchronisers but getting them to adapt to these cameras is proving difficult. There's may request, you'd get a few dozen hits from me.
sooooooper.... exactly i am looking for ..............
beside your camera, there is pink think, for to know where is your camera watch. How i get this please, i don't have it
perfect for my character! Im still learning so what I want is when I move the camara around I think its the x axis I want the player to face the same direction its facing how would I accomplish this?
Did you ever find an answer to this? I wish it had that functionality it would be close to a gta controller with a few tweaks and ik added.
@@bitmammothOG I did use this code to make it rotate to forward
if Input.is_action_pressed("w"):
direction -= transform.basis.z.rotated(Vector3.UP,h_rot)
so basicly the fp controller script from the tutorials in the godot manual u just off setted the camera from the pivot.
i do like the zoom feature tho
Yes, it's a pretty standard technique.
Hi, i try to put a character on my map, but i don't see the character, help please
How can i make it spin infinitely from left to right with the mouse control and make the cursor disappear?
I know a lot of games out there that could really use this.
How do you get this to work with the right joystick and relative to it's starting point.
I'm asking because I want to use the right stick to "look around" the car. So if I hold the stick to the right, it actually rotates 90 degrees from behind the car. And if I let go, it goes back behind the car. And if I'm just slightly pressing, it has to be somewhere between behind and side.
I do get the rotation to work with:
func get_input(delta):
var y_rotation = Input.get_action_strength("look_left") - Input.get_action_strength("look_right")
rotate_object_local(Vector3.UP, y_rotation)
But then what? I also tried limiting it, like you do with the up and down. At _process I did "rotation.y = clamp(rotation.y, 1, -1)", but the camera starts flipping then.
And together with my original camera and its script (which has a "catching up" effect). I get strange results.
So:
- CameraGimbal (script rotate)
--- InnerGimbal
------ Camera (script follow car + "catch-up" speed dependant)
Edit: gotten closer by doing the rotation script on the camera and the follow script on the outer gimbal. But I lose al the "catch-up" and the camera is on top of the car. And when I rotate, it tilts slightly.
You can always add a new spatial node with a camera to represent a head, just switch between cameras when looking around the vehicle
the camera suddenly became tilted when I implemented mouse controls? all of my syntax was identical to yours. I removed mouse controls and everything is fine. any idea what sort of things could be causing this?
great video BTW! I love your teaching style!
In 3rd person games, Do you know how to make the camera move closer to the player when something (Like a wall for example) gets between it and the player?
See the "ClippedCamera" node: docs.godotengine.org/en/latest/classes/class_clippedcamera.html
I was able to get everything to work except the zoom. That part doesn't seem to work in 3.5.1, alas.
=====
EDIT: Actually, let me amend that to say that it works only if you move the zoom code that was originally put under the _unhandled_event() handler and put it into the _input() handler (without the test and early return for Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED).
what's with the terrible "skyppy" sound?