Camera to follow character?

I have succeeded in getting movement and shading, shadows etc in Game Engine. I did parent the camera to the character but the view is not from the camera, rather the view set out on pressing “P”. I have looked through the forums to see how to do it but haven’t found anything . So, if anyone can point me to a tutorial, I would be very happy.
Thanks to all the folks here who have offered me help.
Dicon

Don’t forget that before hitting [P], you must go inside the Camera. For that, select the Camera and press [Ctrl]+[0/Insert] (on the Numberpad). After that, you can go inside the Camera and leave it again by simply hitting [0/Insert] again.

Characters in game engines aren’t my cup of tea. But I do have a .blend file which contains a camera (which can move from a mouse script) rotating around an object. You can replace the object with your character. Here is the .blend file:Mouselook_00.blend (89.3 KB)
All credits go to the user Raco

I hope this helps :slight_smile:

For better control have a look at this one instead: Mouselook_00.blend. Middle mouse button to rotate the camera.

@ Dicon: I wonder if this was the thing you asked for. I guess you were just asking how to set the 3D view to the Camera View.

Yup! Thanks all for the advice. Will try tomorrow morning. Out to party now!
Woot!
Dicon


Thanks C.A. Ligari, Manofruit & Raco,
The camera viw from C.A. ligari was what I was looking for, but the two other solutions from Mangofruit and Raco were an unlooked for bonus. The camera / scene view I am already using.When I have the time I will investigate the two mouselook routines. Thanks all.
While I am here… some of the shadows that are cast by some of my “boulders” in the scene have inaccurate shadows.

Your light source is lower than the tip of the rock or the clipping area is to short (try to set Clip Start to 0.001).

Your welcome :). To add more realism to the shadows, you can increase the blend amount. This will just fade the shadows, and you wont get that sharp edge effect. But Raco’s solution for the inaccurate shadows should work to your perfectly :slight_smile: