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I was taking a look at the mod page and saw model editing ss, the camera position doesn't seem to show in the preview tab of model viewing menu.
Screen.Recording.2024-09-05.201659.mp4
The other issue:
Certain bindings tend to override the camera, I've posted a sc of what I mean cuz tbh I don't know how to explain it.
These are the bindings I used, very similar to the "skin_head_2" config
Below is sc of what is happening, for context I'm using the "Fresh Moves" resourcepack. While flying I moved my mouse left and right to try to roll mid-air but camera just went hay-wire, those random movements are from the "Real Camera" mod. I've confirmed that everything works fine with other configs of the mod and while it's deactivated.
Untitled.video.-.Made.with.Clipchamp.mp4
The small question: What do the forward and upward vectors do? I know the target is where the camera is centred at, but I can't tell what the other two do to the camera
The text was updated successfully, but these errors were encountered:
UPDATE: I think figured out why this is happening. Ofcourse I could be wrong, but I believe this mod works by doing some sort of projection from the "Up Vector" to an imaginary vector perpendicular to the "Forward Vector" which then, I think, based on how long the pojection is, determines the degree of shake or "intensity" of the camera. I'll attach videos of what I mean. What I think is happening, is that because the projected vector is very long in my last video, it's effects when rotating the player are VERY noticable, and therefore it spazes out unctontrollably. But I think a fix might be possible, just like the config to stop rendering when holding a certain item, you could add a config to stop rendering when gliding, or rather, flying.
Here's what I mean:
Screen.Recording.2024-09-06.015631.mp4
First "skin_head" config:
Screen.Recording.2024-09-06.020106.mp4
"skin_head_2" config:
Screen.Recording.2024-09-06.020214.mp4
The camera is highly affected by ANY rotation done by the player model, which I like. I know how to replicate both instances.
Normal camera movement: The angle formed by the "Forward vector" and the "Up vector" is <10 degrees
Violent camera movement: The angle formed by the "Forward vector" and the "Up vector" is >10 degrees
These are rough esitmates based on my eye, if the "Up vector" is set below the red lines relative to the "Forward vector" then the camera is normal (as you approach the red lines you'll notice more considerable sway caused by any model animating mod -I'm using Epic Fight mod in this case-)
If the "Up vector" is set above the red lines the camera becomes more and more violent as it aproches 90 degrees relative to the "Forward Vector"
Sorry for long ass comment, I'm still not quite sure where to post this, but I saw other submissions by other people here so I did the same.
I was taking a look at the mod page and saw model editing ss, the camera position doesn't seem to show in the preview tab of model viewing menu.
Screen.Recording.2024-09-05.201659.mp4
The other issue:
Certain bindings tend to override the camera, I've posted a sc of what I mean cuz tbh I don't know how to explain it.
These are the bindings I used, very similar to the "skin_head_2" config
Below is sc of what is happening, for context I'm using the "Fresh Moves" resourcepack. While flying I moved my mouse left and right to try to roll mid-air but camera just went hay-wire, those random movements are from the "Real Camera" mod. I've confirmed that everything works fine with other configs of the mod and while it's deactivated.
Untitled.video.-.Made.with.Clipchamp.mp4
The small question: What do the forward and upward vectors do? I know the target is where the camera is centred at, but I can't tell what the other two do to the camera
The text was updated successfully, but these errors were encountered: