Hey, I’ve just upgraded to blender 2.63 from 2.49- and I’ve started this random small project. It starts with a first person car chase, that then switches to 3rd person for a crash on a bridge. So far the 3rd person camera will not work at all. Well sort of- I’ve had some trouble with it for awhile. Now the problem is the camera is facing the opposite direction then of what I’ve keyframed for it. Can anyone offer any advice?
Are those the only 2 cameras in the scene?
Do you have it tracking to something?
Does the animation look fine out of the game engine (kind of a dumb question, but it narrows the problem down to just the game engine)? And are you playing the right animation?
Camdudes might be correct, particularly with his last point. In the time between 2.49 and 2.63, the BGE’s dropped IPO’s altogether and gained object action playback. So, whereas you used to only be able to play the animation of the current object with the IPO actuator, you have to select the action with the (new) Action actuator for objects. See if that helps.
I know that last tip. The animations look fine outside bge. No tracking- well not anymore-that doesn’t work. I am playing the right animation as well. I tried a few different things and all of them lead to at least one camera being screwed up.
Hm, that’s weird. Well, could you isolate the problem (for example, down to the two cameras and their animations) and post the blend file on PasteAll.org (or wherever else)?
Oh, I got a idea! Animate an empty’s location ( like a train track). And have the camera parented to it, and have that camera track to another empty that is animated to be where the camera needs to look. You might want to create a new camera, just in case the problem is with the old camera!
Just an Idea. . . 