In UE5, how exactly can I create a cinematic camera which follows a vehicle with view from driver seat? - unreal-engine5

How exactly can I drive a vehicle in UE5 and have a camera in the driver view/seat?
I'm attempting to use the Unreal Engine 5 Sample city demo, specifically the vehicle test map.
From what I understand, this is a cinematic camera that would need to be offset in some way? What are the steps required to get a cam setup to track a vehicle, and to test the above scenario? I could use SampleCity, or even just start with a basic template if there are some instructions to get that camera setup in that way.

In play mode (press green play button) then your actor just gets in and drives the
car (google that)
to animate it, do that through 'sequencer' it will play, but to record it you need 'take recorder' active. add a cinecamera and position in POV driver, either
1. add the cam in blueprint and check 'expose to cinematics' or
2. add the cam to scene, then add to 'sequencer' and animate via 'transform'
to move with the car, setting movement from point A to point B on
sequencer timeline or you can move cam along a 'spline' or rail track etc for
more complex shot movement.
that's the process, just google for details

Related

AnyLogic travelling camera

I want my model to be displayed in a cool video, in which a camera goes through my model.
Is there any guide for smooth tracking shots and functions that can be used?
I could not find good information in the AnyLogic Library :(
You can design any camera movement you like.
Simplest way is to create a custom agent with a camera at its origin and make the agent move around. Or add a camera to existing agents to "view over their shoulder".
Or check the example models with search term "camera".
Or make your camera positions dynamic:
You can do anything you want :)

Camera Stacking in AR Game to Apply Overlay

I'm trying to create an AR game (similar to FPS), which requires camera stacking to allow for an AR base camera, as well as an overlay camera with overlays such as health points, bullet count etc. However, upon creating an empty GameObject and adding a camera component, I realise that I do not see the Render Type option in the inspector pane.
May I know what went wrong? Or how should I go about creating an AR game with a live AR camera feed with an overlay displaying health points etc?
Thanks and cheers!
enter image description here

How to display the screen of one player to all other players in Godot ,gdscript?

I'm using Godot engine to develop a multiplayer Lan WiFi game,at some point the game will give a player a task to solve ,the task is a mini game that has some random aspects ,one player should control and solve this task while other players will be just watching and should not be able to control anything ,so I want to know how to display exactly what's happening on that player screen to the rest of players?
enter image description here
what i would recommend is to record the person game screen and just send the recording to the other person via live this is going to take some bandwidth tho
(https://github.com/henriquelalves/GodotRecorder)
also when sending a screen recording it just a matrix array or a pool byte array in Godot i think.
another way is to get person movement and location and set the camera to that exact location you could also just use two cameras and a split screen to see the current player and the other player.

Unity2d; How to raise(lift) camera during game mode at a fixed y axis minimum

I may be making this harder than what it really is, but I am also pretty new to developing games. Currently I am making a practice scene to get back used to the unity engine as I have not had time to use it since last summer. My issue is that I can not figure out how to lift the camera in game mode. Notice my photo below, and how much of the "underground" is showing. I want to raise the camera to keep it at the very least a specific y axis value, so that I can make less of the ground visible, and more of the background visible. If I am over complicating this, please also let me know. Thank you
If main camera is still then just lift the camera in scene view you can see changes in game view.
Or if camera moves with respect to player then you have to use a script and attach it to camera and get a reference of player transform in the script and according to the player position change position of the camera. Add an offset value in y component of the camera.

Three.js 3rd person camera

I'm trying to create a 3rd person camera view in three.js
I'm using the THREE.FirstPersonControls(); on my camera. Then setting the rotation and positions of my "player" objects to be the same as the camera with some offsets.
This does not seem to work.
What i'm more wondering is if I should be adding my FirstPersonControls to the camera and then rendering the "player" infront of it. Or adding the controls to the player then making the camera always point at the back of the player?
EDIT:
I've tried setting the player object to be a sub object of the camera using camera.add(player);
but moving the camera around is not moving the player. I thought adding an child element would mean they move together?
EDIT 2:
I took another approach of adding both the camera and the player to a group then adding my 1st person controls to that group... Now both the camera and the player do get rendered. But it's completely thrown off how the first person controls worked. (e.g. looking down goes left etc etc)
Thanks for any help,
James
First of all, the Controls were designed to be controlling a camera, and not an object. And since by default, objects look "up" the z-axis, and cameras look "down" the z-axis, it is unlikely that the Controls will work as expected when applied to something other than a camera.
Secondly, the Controls are part of the examples, and not the library, so they are not officially supported. You are free to hack away at them.
One way to achieve what you want is to make the camera a child of your player. Something like this:
player.add( camera );
camera.position.set( 0, 50, 100 );
You may, in your render loop, need to set:
camera.lookAt( player.position );
Then you want to control the player with the mouse or keyboard. Your best bet is to write your own controller to do that. There are plenty of examples on the net.