PhantomCam3D behaves differently than Camera3D when unconfigured #610
Replies: 4 comments 2 replies
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There shouldn't be any interpolation happening if you've set the
Unfortunately not; would essentially have to merge the What Godot version are you on, and would you be able to share a small reproducible project? I haven't worked with the Bone nodes before, so want to make sure I'm seeing the same thing. There have been some improvements / systemic changes to how physics interpolation works in Godot 4.5, so it might be that the addon needs some changes to properly support that. Based on what I read, that shouldn't be the case, but I've got another theory for what might be happening if that's the case. |
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4.6-beta2, and I can't share this project nor do I have any time to make a reproducible anytime soon but I can do what I can to try and narrow it down. It sounds like if it copies the transform3D values and applies it to the camera, there could be a order of operations issue somewhere? The simplest setup should be to create a skeleton with three bones, add a |
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In my example the bone attachment is a direct child of Skeleton3D with use external skeleton turned off, but it yes that does look like the same result I am experiencing with the same phantom cam settings. You should notice that if a normal camera is used in place of the phantom cam under BoneAttachment3D, the jitter resolves in your setup? |
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Just checking, was the above helpful, or are you still encountering the issue? |
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Hi, I'm getting unexpected jitter out of
PhantomCameras3Dcompared toCamera3Dand I'm unsure why.In this setup both cameras are children of a
BoneAttachment3Dnode of a moving skeleton.They are both added without any alterations, I'm assuming a
PhantomCamera3Dshould behave the same asCamera3Dif it has the follow/look at modes set toNone.In this test the
Camera3Dworks correctly without jitter as the skeleton moves, but the PhantomCamera3D jitters as if it's trying to apply some sort of interpolation or updating out of sync. My goal is to have a phantom cam which does not move at all and acts exactly like Camera3D (I.E: let's itself be moved via the parent transform updating only), but supports the tweening/camera-transitioning system from Phantom Camera.I initially tried to use the Glued follow mode, but this introduced a smooth interpolation I was unable to configure/remove.
Is there a way for me to eliminate the jitter, or hook a standard
Camera3Dinto the transition/layer system?Beta Was this translation helpful? Give feedback.
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