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Question by Orochi663 · Jan 04, 2012 at 04:13 PM · lookatslerpquaternionsvectors

Good Solution for Camera Movement

Hi, The perfect lookAt takes two arguments, lookAt position vector and the Up Vector. I was going through different forums for a smooth (over a time) look up using Quaternions.Slerp and have found this

 var rotation = Quaternion.LookRotation(target.position - transform.position);
 transform.rotation = Quaternion.Slerp(transform.rotation, rotation, time);

But it does not consider the Up Vector. I was wondering what would be the accurate function for such a LookAt which can animate properly along with Up Vector.

Can anybody give me an idea ? Do i need to derive it mathematically or does Unity provides an in built solution ?

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Answer by GameFreak · Jan 04, 2012 at 05:15 PM

I was voted down on that fine heres the following script I use.

 /*

This camera smoothes out rotation around the y-axis and height. Horizontal Distance to the target is always fixed.

There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.

For every of those smoothed values we calculate the wanted value and the current value. Then we smooth it using the Lerp function. Then we apply the smoothed values to the transform's position. */

// The target we are following var target : Transform; // The distance in the x-z plane to the target var distance = 10.0; // the height we want the camera to be above the target var height = 5.0; // How much we var heightDamping = 2.0; var rotationDamping = 3.0;

// Place the script in the Camera-Control group in the component menu @script AddComponentMenu("Camera-Control/Smooth Follow")

function LateUpdate () { // Early out if we don't have a target if (!target) return;

 // Calculate the current rotation angles
 wantedRotationAngle = target.eulerAngles.y;
 wantedHeight = target.position.y + height;

 currentRotationAngle = transform.eulerAngles.y;
 currentHeight = transform.position.y;

 // Damp the rotation around the y-axis
 currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

 // Damp the height
 currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);

 // Convert the angle into a rotation
 currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);

 // Set the position of the camera on the x-z plane to:
 // distance meters behind the target
 transform.position = target.position;
 transform.position -= currentRotation * Vector3.forward * distance;

 // Set the height of the camera
 transform.position.y = currentHeight;

 // Always look at the target
 transform.LookAt (target);

}

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Answer by GameFreak · Jan 04, 2012 at 04:51 PM

Its dumb doing it through script just make it a child of the player and it will follow it.

Though its best just to use pre existing scripts ;)

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Answer by Orochi663 · Jan 05, 2012 at 05:16 PM

Hi, I never asked for any script....Also the script is not for what exactly i am looking for let me rephrase my question:

Smooth Camera LookAt with incorporation of Smooth change of Not only LookAt Vector but also smooth change of Up Vector.

Regards,

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Answer by Orochi663 · Jan 13, 2012 at 08:17 PM

I guess, the only good solution i got until now is to manipulate euler angles for lookat rotation. (x, y in camera orbit script), if any one knows any better one please do let me know.

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