Home › Forums › Graphics / Blender › First person – Blender 2.8
- This topic has 5 replies, 3 voices, and was last updated 5 years, 6 months ago by chidu.
-
AuthorPosts
-
2019-06-14 at 10:24 am #15616chiduParticipant
Hi,
We are trying to create a first person walkthrough for an architectural example using blender 2.8 and verge3d.
In blender, we have set the camera view to first person. Is it required to bring the camera to floor level? for the floors, do we need consider it as collision so that walk through is done on the floors? Or how to set the walkthrough view to eye level of human being?
We are still not able get camera view properly. Let us know if any particular things or options to be taken care for setting up the camera.
Chidanand.G
2019-06-14 at 11:11 am #15625elkCustomerIn the first person camera you need to set a Collision Material. This is to detect where your ground is supposed to be, I susualy make a separate mesh for this purpos, so i can have smoother transitions in stair and such, insted of poping up each step. I think you can just turn of visibility for this layer to make it not show up as a regular mesh in verge. The gaze Height setting is how high above the ground your camera should be. Story Height is how tall your storys are, basicaly how far down it will check for ground(tweak around with this a bit, cant remember exactly where it measures from), this is so you can have multiple storyes, where you wont fall of if you go outisde the mesh on the second floor for instance.
So in short take a look at those settings and place your camera somwhere ehrer it will find the mesh with “collision material” on it and it should snap into plase as your scene strats.
BTW: collisions with this camera is not like physics collisions, it will only shoot a ray straight down to see if it sees a mesh with the collison material attached, so walls are basicaly going to be the edges of those meshes, looking top down.
Hope that helps.
2019-06-14 at 12:12 pm #15627chiduParticipantThanks ELK for the detailed information. We will check with the suggested changes.
Thanks once again.
Chidanand.G
2019-06-15 at 2:53 am #15673chiduParticipantHi,
Thanks ELK for the detailed information. We will check with the suggested changes.
Can we have multiple cameras and for each camera, can we have different gaze level and story height settings to check.
Regards,
ChidanandChidanand.G
2019-06-15 at 9:29 am #15675Yuri KovelenovStaffCan we have multiple cameras and for each camera, can we have different gaze level and story height settings to check.
I think this should work. You can switch between camera with the puzzle set active camera.
2019-06-24 at 3:31 am #15811chiduParticipantThanks, It worked.
Chidanand.G
-
AuthorPosts
- You must be logged in to reply to this topic.