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Question by em3plum · Feb 05, 2014 at 07:46 AM · cameraorbitfirst person

How Do I Simulate First-Person Without Clipping Player Model?

I'm trying to set the camera so it won't clip through the first-person player model when moving around. Is there a proper way to set the camera in front of the player model to simulate first-person?

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Answer by johnnyjimjams · Feb 05, 2014 at 08:01 AM

In a 1st person character controller, there is no model. Just a camera set at eye height that you can move around.

You could add a model if you wanted, and place it just behind the camera.

What are you trying to achieve? Did you want to be able to look at your hands and feet?

Edit:

Here's a working example: 1st Person with model

Srceenshot:

alt text


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avatar image sdgd · Feb 05, 2014 at 08:17 AM 0
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not really I hate that kind of FPS games when you look down and you see nothing.

SI$$anonymous$$PLY attach the camera on the Head and make sure when you look down how far you are able to look down so you won't be looking through your body.

also I did when I look down I rotate head bone for 60% and 1 bone before for 30%

but the limit is 45° iirc, ...

making it head bone rot for 27° making it neck bone rot for 13.5°

making character look down on to his body and not through his body.

and my first design is doing FPS after that 3PS was easy implementation.

I just change the position of camera, and char still does same stuff, ...

avatar image em3plum · Feb 05, 2014 at 02:42 PM 0
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johnnyjimjams I am trying to make it so you can see hands, feet, chest and shoulders problem is the camera always sees through the model. sdgd If you can leave a dropbox with an example I would be highly appreciative

avatar image Kiloblargh · Feb 08, 2014 at 05:28 AM 1
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Set the near clip plane in the camera inspector to 0.1

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