So, this problem ‘just started happening’ so it seemed.
Camera code is basic code for side scroller.
cam_parent.worldPosition = leader[0].worldPosition + Vector([128,0,4])#moves camera to position
cam_parent.alignAxisToVect(Vector([0,1,0]),0) #align local x to global y
cam_parent.alignAxisToVect(Vector([0,0,1]),2) #align local z to global z
cam_parent.setParent(leader[0])
yet when I play, the camera angle is not aligned with those. The object axis are not parralell with the camera viewer edges. Horribly annoying. What is going on here?
This script is running every frame, just cause I wanted to see if it would update itself correctly overtime, but no, it just remains crooked
cam_parent.worldPosition = leader[0].worldPosition + Vector([128,0,4])#moves camera to position cam_parent.alignAxisToVect(Vector([0,1,0]),0) #align local x to global y
###cam_parent.alignAxisToVect(Vector([0,0,1]),2) #align local z to global z
cam_parent.alignAxisToVect(Vector([0,0,1]),1) #align local Y to global z
cam_parent.setParent(leader[0])
i guess should work
[i not sure if the post is formatted correctly]
cam_parent.alignAxisToVect(Vector([0,0,1]),1) #align local Y to global z
#or
cam_parent.alignAxisToVect(Vector([-1,0,0]),2) #align local Z to global -x
camera.alignAxisToVect(camera[‘Root’].worldOrientation.col[0 through 2],axis,time)
camera.alignAxisToVect(camera[‘Root’].worldOrientation.col[0 through 2],2nd axis,time)
edit - here is a file
1 and 2 = swap actors
Mouse = look around
if camera is obstructed, it gets moved to obstruction instantly, if not obstructed, moves back over time
(note the properties for defining the local to use are in the actor Mouse aimer)