Outerra forum

Outerra Engine => Ideas & Suggestions & Questions => Topic started by: petitfilou on November 21, 2011, 12:45:27 pm

Title: Head camera movement
Post by: petitfilou on November 21, 2011, 12:45:27 pm
I know this isn't at all a priority, but I wondered how hard it would be to add similar camera effects in Outerra?  Would add a lot while driving/flying around.   
EZCA. Compare with default flight. (http://www.youtube.com/watch?v=iqGrk5Nzbvc#ws)
EZCA. The effects review. (http://www.youtube.com/watch?v=xQsP_vPkjaA#)
Title: Re: Head camera movement
Post by: ZeosPantera on November 21, 2011, 01:29:17 pm
I agree. A head-physics system would be an improvement. The same effect works for driving.

Here it is to the extreme.
rFactor - Modified Head Physics (http://www.youtube.com/watch?v=PGsFnzDYVeI#)

More Normality looks like this. rFactor - Lamborghini Countach @ Rallye Alicante (http://www.youtube.com/watch?v=C6PC_Dnna4E#)

Here is the editable code for it.
Code: [Select]
HeadMass=2.5                     // Head and helmet
HeadInertia=(0.062,0.048,0.049)  // Head and helmet
MinPos=(-0.06,-0.16,-0.10)       // Minimum extents of position (should be negative)
MaxPos=( 0.06, 0.16, 0.05)       // Maximum extents of position (should be positive)
MinOri=(-10.0,-10.0,-10.0)          // Minimum degrees of pitch, yaw, roll (should be negative)
MaxOri=( 10.0, 10.0, 10.0)          // Maximum degrees of pitch, yaw, roll (should be positive)

// There are three types of springs to control head movement:
//
// Sliding = spring/damper force maintains given direction relative to vehicle
// Normal = spring/damper force in direction between connection points
// FreeDamping = spring is normal, but damper resist velocity in any direction
//
// Parameters for springs are:
//
// SpringDir = direction of spring/damper forces (automatically normalized, not valid for Normal springs)
// SpringHead = connection to driver head (relative to head center)
// SpringBody = connection to vehicle body (relative to head center)
// SpringCollLen = if more than zero, spring doesn't take effect until minimum length has been reached
// SpringParams = spring rate and damper rate

Spring=Sliding
SpringDir=(0.0,1.0,-0.0)      // up/down
SpringHead=(0.0,-0.05,0.01)
SpringBody=(0.0,-0.05,0.01)
SpringParams=(1000.0,225.0)

Spring=Sliding
SpringDir=(0.0,-0.0,-1.0)     // forward/back
SpringHead=(0.0,-0.05,0.01)
SpringBody=(0.0,-0.05,0.01)
SpringParams=(1700.0,382.0)

Spring=Sliding
SpringDir=(1.0,0.0,0.0)       // lateral
SpringHead=(0.0,-0.05,0.01)
SpringBody=(0.0,-0.05,0.01)
SpringParams=(8500.0,351.0)

Spring=FreeDamping            // resists yawing and rolling
SpringHead=(2.0,0.0,0.0)
SpringBody=(2.0,0.0,0.0)
SpringParams=(63.9,1.31)

Spring=FreeDamping            // resists yawing and pitching
SpringHead=(0.0,0.0,2.0)
SpringBody=(0.0,0.0,2.0)
SpringParams=(21.3,1.52)

Title: Re: Head camera movement
Post by: cameni on November 21, 2011, 02:56:34 pm
There already was some head physics already, but it's been disabled because it didn't work properly under varying frame rate, and we didn't have time to fix it yet.
But yes, it was adding a lot to the overall feeling, definitely needs to be there.
Title: Re: Head camera movement
Post by: Edding3000 on November 21, 2011, 05:22:16 pm
There already was some head physics already, but it's been disabled because it didn't work properly under varying frame rate, and we didn't have time to fix it yet.
But yes, it was adding a lot to the overall feeling, definitely needs to be there.
As (student) pilot myself i must say this head movements look very realistic and give muuch better feeling, especially on the landings!