If my character is stationary, I can freely look around it. When I’m moving, the camera begins to rotate to the direction I’m moving. That’s the default setting of CM FreeLook.
First question; where can I speed up the camera rotation to the direction the player is moving? It’s really slow.
Second; can you turn off the stationary orbit? I’d like the camera to look based on moving the mouse left and right right away.
FreeLook by default is in SimpleFollow binding mode, which moves the camera position as lazily as possible in order to maintain distance. You might try changing the binding mode to Velocity or PositionDelta. Then you can play with the recentering speed of the axis.
I don’t understand your second question. You don’t want to orbit the position of the camera, just re-orient it based on mouse input? And this only when stationary, or all the time?
Im trying to use CM to do a typical 3rd person camera system (have the camera rotate with the left/right mouse movements), but then also use FreeLook’s Top, Middle, and BottomRig’s parameters to tweak it.
So a typical 3rd person camera, you move the mouse left and right, the character rotates and the camera follows. When the player looks towards the sky the camera the camera rotates low looking towards the sky (BottomRig). When the player looks at the ground, the camera rotates high looking toward the gound (TopRig). I hope that makes sense! Thanks for your help.
Have the mouse H axis move only your character, not the FreeLook X axis.
Set the FreeLook binding mode to be Target Forward with World Up
Set the FreeLook Heading to be Target Forward, with 0 bias
Set the FreeLook X input axis name to blank, that way the X axis stays fixed (the camera will always stay behind the character, which is controlled by mouse X - you can set the Yaw damping to soften it up)
Now your vertical axis will control only the FreeLook vertical.
That sounds about right. I almost got it using CM’s FreeLook; “Lock to Target with World Up” and checking “Recenter to Target Heading”, but if I set the “Recenter Wait Time” and “Recentering Time” both to 0, when the character moves the camera’s rotation to Forward snaps and doesn’t consistently follow the player.