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Can camera effects like Motion blur, Vignette, Fisheye, etc. be fixed on a different axis than the one facing out from the camera?
So I have a first person scene in which the player gets fired forward, I'm trying to create an effect like the 'Blink' ability in Dishonored. To do this I am animating some image effects and the FOV on the camera using Macanim, and it's working fine, but the problem is that the player has the freedom to look around while their being fired forward. Doing this breaks the illusion of speed that the motion blur/vignette are giving it, because as they look around the effects move with them. The vignette and camera motion blur will always leave the center of the screen 'clean' (for lack of a better term) so when the player gets blasted forward and they look to the side, the animation blurs around the edges like it should but it just looks weird because they are moving in a different direction than the effects are focusing on/emphasizing, does anyone get what I mean?
Does anyone know of a way I can get the effects to focus on where the player is getting fired, instead of where the player is facing? I think what I'm trying to ask, in a more technical sense is, can I lock image effects and a FOV animation to a different axis than the one facing directly out from the camera?
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