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Mecanim Fps Shooter?
Is it possible to use unity's new mecanim system to create a fps shooter? I have many great ideas but I'm having trouble with the camera staying with the character while it is in motion.
Answer by MadJohny · Mar 17, 2013 at 11:56 AM
http://www.youtube.com/watch?v=uzFSd0hurzg, but idk how it's done
Answer by Chronos-L · Mar 17, 2013 at 12:16 PM
Is it possible to use unity's new mecanim system to create a fps shooter?
Yes, absolutely. Mecanim is a very powerful animation system, you can make some killer FPS games using Mecanim.
I'm having trouble with the camera staying with the character while it is in motion.
Head-cam, or eye-cam. Just parent the camera to your character's head, or any bone that seems appropriate to you.
If you are doing FPS using Mecanim, you need to tweak your animations to make sure that your character's head (or any bone the camera will be parent-ed to) stays relatively steady and level most of the time.
Since we're talking about mecanim fps can you tell me in a fps with full body should I model the head? or just arms, body, legs and make a bone atached to nothing? I think head would be great for some effects like buildings mirror's.
$$anonymous$$odel the whole character, for these reasons:
You can reuse it for another game
What if later you would like to extend it to a multiplayer game? You are better off with a complete model from start ins$$anonymous$$d of replacing and re-tweak it halfway through the development
You got this one: mirrors
To be honest, even if you have no plan for all the above reasons, just the thought of looking at a headless model in edit mode during the whole development will make you think twice on using a headless model.
I actually tough on a multiplayer, ok thanks for the awser, now I just need to get a good position for my camera but in here http://www.youtube.com/watch?v=uzFSd0hurzg the camera rotates with animations, will that happen if I just parent the camera with my head? or will it look strange because the camera maybe won't rotate and because of that everything would be weird
If you just parent the camera to your head, it will tilt whenever your character's head is tilted, which will be a bit dizzying for the player. What happened in the YouTube video is the camera is parented to a parkour-character (which was meant for 3rd person view).
In real life, when you tilt your head, somehow your brain are capable of re-tilt the image you saw back, maybe by sensing the tilt using the ear. You can try this by laying down on your side and try to watch TV, and you will have little-to-no problem with that. But when you try to look at picture in your PC/laptop rotated clockwise/counter-clockwise by 90 with your head not tilting at all, you will have a hard time.
$$anonymous$$y point being, you will get some cool and insane looking view when you just parent the camera to the head. However, it will be quite dizzy and uncomfortable for the player. Furthermore, you are making a FPS, a tilted camera view will not be suitable for that.
You will need to your camera up a notch. You need to position-parent the camera to the head, but you need to calculate the proper orientation of the camera by yourself.
Your camera should rotate in 2 axis: y-axis for left-right, and x-axis for up-down. You can either lock the z-axis fully (no rotation at all), or you can soften the effect of the z-axis rotation (so you will get a subtle tilt effect).
I didn't said what kind of fps it was, I want to make a fps like mirror's edge, so move is everything in the game, accuracy is not needed at all, the only weapon you will probably ahve is a glock and $$anonymous$$AYBE a sniper further on the game, it's nothing like Call of duty or battlefield where percision is basically everything
Answer by djdopes562 · Mar 18, 2013 at 09:15 PM
thanks for the feedback guys, also if you wanted to make the head not move you could use the ik rig to make it not move. Also when I parent the camera to the neck or head it says preview cam is in bad postion/rotation. Thanks!
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