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Fishery : Camera Play Pt 2 (vertical loop problem)

February 5, 2017

Wide view of Cylinder Man swimming across the Fishery level

So, after implementing the follow cam, I’ve encountered an issue with viewer disorientation. This happens when the camera follows the avatar into a vertical loop. It becomes very difficult for the viewer to know which way is up or down anymore. To solve this, I noticed that the camera in Abzu simply stops following the avatar from behind once a vertical loop has been detected. When it does, the camera zooms out, re-aligns its up vector with that of the world’s, and looks at the center of the loop. This allows the viewer to watch the avatar from a comfortably distant and static third person perspective until the loop ends.

Detecting the vertical loop is the tricky part. Intuitively, I think I’ll have to detect when the camera’s up vector is nearly upside down. More on this as I complete it.

Update: It looks like I’m going to have to prevent upside down orientation.

← Fishery : Camera Play Pt 1 Fishery : Sense of speed →