Sevdat Posted July 5 Posted July 5 Good evening, I noticed that the player spectator camera needs to be 180 degrees to face up instead of 0 degrees.
arizmenda Posted July 8 Posted July 8 Hi, Sevdat! The issue is unclear, this seems to be like a normal behavior. Thanks!
Sevdat Posted July 8 Author Posted July 8 25 minutes ago, arizmenda said: Hi, Sevdat! The issue is unclear, this seems to be like a normal behavior. Thanks! Good day arizmenda, 2024-07-08 12-34-06.mp4 is the world up for the playerspectator 180 degrees for the Z axis? if I have it at 0 degrees, the camera will be upside down until I start moving.
arizmenda Posted July 9 Posted July 9 Hello again! The thing is - camera Z axis looking forward https://developer.unigine.com/en/docs/2.18.1/code/fundamentals/matrices/index?rlang=cpp#coordinate_system So basically, changing Z axis value will just "tilt" the camera. In addition, the editor uses the XYZ order of the angles, so the numerical value of the Z axis (the last one in the order) may be affected by other angles. https://developer.unigine.com/en/docs/2.18.1/sdk/demos/csharp_component_samples/transformation?rlang=cpp That's why relying on the numerical value in the editor does not make much sense, since they may not have physical meaning. It is recommended to set up the angle manually based on your needs. Is there something specific, that you want to achieve?
Sevdat Posted July 9 Author Posted July 9 2 hours ago, arizmenda said: Hello again! The thing is - camera Z axis looking forward https://developer.unigine.com/en/docs/2.18.1/code/fundamentals/matrices/index?rlang=cpp#coordinate_system So basically, changing Z axis value will just "tilt" the camera. In addition, the editor uses the XYZ order of the angles, so the numerical value of the Z axis (the last one in the order) may be affected by other angles. https://developer.unigine.com/en/docs/2.18.1/sdk/demos/csharp_component_samples/transformation?rlang=cpp That's why relying on the numerical value in the editor does not make much sense, since they may not have physical meaning. It is recommended to set up the angle manually based on your needs. Is there something specific, that you want to achieve? Good morning arizmenda, I just thought the Z value of the camera was inverted so I wanted to report that just incase. You mentioned manually changing the camera values. Do you mean by script? If so then how may I use Quaternions to rotate the camera around a specific point using the library quat of Unigine? Documentation for quat (https://developer.unigine.com/ch/docs/latest/api/library/math/cs/quat?rlang=cpp)
arizmenda Posted July 9 Posted July 9 Quote I just thought the Z value of the camera was inverted so I wanted to report that just incase. Thank you very much for your involvement! :) Quote You mentioned manually changing the camera values. Do you mean by script? No, simply by rotating the camera via manipulator or mouse buttons in camera POV. But again, that depends on desired final result. 1
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