I recently picked up Blender again because I had to do some fine adjustments to a base mesh for sculpting in z brush. Then I thought how cool it would be to make a small demo of a movement camera system in the blender game engine that would work like an old Final Fantasy game.
Prerendered backgrounds with a panning camera that follows the character when he reaches a point close to the edge of the camera’s view. There would be two problems to solve.
- Camera panning when the character reaches a point close the the edge of the camera’s view.
- Aligning the invisible floor the character would be walking on with the pre-rendered background.
Obviously the scene and the character would first have to be created, and a nice perspective for the camera has to be established. You’ve also got to figure out how many entrances exists the scene will have. So depending on from what other map the player is coming from the camera’s location will have to be stored.
For the invisble planes the character would be walking on I think you would have to first draw out the horizon then draw perspective lines from the camera to the horizon and try to align the ground with that line. But the camera won’t be moving yet when you start the scene and see the character run around on the invisible planes.
I think extruding a cube from the camera’s viewport and aligning the edges of the cube with the edges of the camera’s view, then pull in the edges of the cube until they’re at the position at which point you would want the camera to start following the character…that might work right. So when the character runs into the edges of the cube that is extruded from the camera the camera would start panning with the character, but the character would be off the center of the camera so I guess the camera would quickly snap to the character…
So a cube in the middle of the camera’s view the character would have to be parented to, then when the character collides with the edge of the cube the character would be parented to the cube that is in the center of the camera’s viewport of vice versa and then the cube would follow the z/xy axis the character is walking in and the camera in turn would pan with the cube. Then when the camera’s viewport reaches the edge of the background the center cube would be unparented to the character.
Does it make sense? Anyway I’m not much into logic bricks or python scripts, I haven’t played with those for years but if anyone would be willing to try make this together I’ll join you. I’m decent at sculpting and we could probably make a really neat little final fantasy demo for blender. It would be fun, here is some of my work.
Those are quite old at this point btw, I could make a cool Final Fantasy guy that could run around in the scene, then we make props for the scene and then hopefully any of you guys who read this, coders and python guys would figure out how to do the camera. My idea above might help or give you guys an idea what has to be done.
We might end up with something like this:
So anyone up for the challenge, just for fun?