Re: [Algorithms] Frame independent Camera Shake
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From: Sam M. <sam...@ge...> - 2009-12-21 12:01:40
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I’d agree with Gino. Positional shake just wasn’t obvious enough and looked wrong to me in both 3rd person and 1st person cameras when I last tried it. Rotational shake was the way to go. I didn’t run into a conflict between frame rate and shake rate, although I can see how this could be a problem. Perhaps because the changing shake rate changed fast enough that you didn’t notice any aliasing. Straightforward sine waves looks a bit too smooth though. In order to get the jittery look I just clamped them beyond some threshold so you got the ‘shaking a penny in a box’ effect. Just my 2p. Ta, Sam From: Gino van den Bergen [mailto:gin...@gm...] Sent: 21 December 2009 09:46 To: gda...@li... Subject: Re: [Algorithms] Frame independent Camera Shake You may consider to leave out position shake altogether because slight position changes do not show on objects that are further than a few meters away. Also, ease back on the camera roll because it makes people nauseous. For a racing game I simulated the offset on the yaw and pitch by a point mass that was suspended by a spring damper just as how John described. The impulses where fed from the actual game physics so the camera shake would look more natural (more vertical shake while driving, random shake when colliding.) Gino On 19-12-2009 18:20, Jon Watte wrote: In general, shake is a sum of almost-instantaneous impulses off-center, plus the attempts of the camera person to center the camera. Thus, you can implement camera shake as a sequence of random impulses (Brownian motion style), and a first-order error correction dampened spring. The rate and magnitude of impulses are two main tweakables, plus how much the shake affects camera orientation vs position (turns out, orientation is much wilder than position :-) I'd start with 3 degrees of orientation affect at 5 Hz, and then tweak from there (or set it at that and let the artists make it right :-) Sincerely, jw -- Americans might object: there is no way we would sacrifice our living standards for the benefit of people in the rest of the world. Nevertheless, whether we get there willingly or not, we shall soon have lower consumption rates, because our present rates are unsustainable. On Fri, Dec 18, 2009 at 11:17 PM, Amir H. Fassihi <ah...@ad...> wrote: Hello everyone, I am trying to implement a camera shake feature and I was wondering what a robust and standard technique for it could be. Currently I am using this formula : value = a * sin(nx)/mx; to come up with the displacement necessary for the camera node in time, however, variable frame rates can cause the final result to behave differently. I was wondering what other developers do for implementing camera shakes. Regards, Amir ------------------------------------------------------------------------------ This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list ------------------------------------------------------------------------------ This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |