[Bf-gamedev] FPS Navigation feedback

Jonathan Williamson jonathan at cgcookie.com
Fri Jan 24 20:25:50 CET 2014


Sebastian, the FPS navigation will maintain camera position if you left
click or press enter/return. Right clicking or ESC will cancel it and
return to the starting position.

Jonathan Williamson
http://cgcookie.com


On Fri, Jan 24, 2014 at 12:18 AM, Sebastian A. Brachi <
sebastianbrachi at gmail.com> wrote:

> Hi dfelinto, thanks for the addition of the FPS navigation, I've been
> testing it a lot in video game levels and works very smoothly. I have some
> feedback, maybe it was mentioned in BA, cause I haven't checked there.
>
> 1) Maintain camera position when exiting FPS navigation. Positioning the
> camera with the FPS navigation it's more convenient some times, however I
> couldn't make it to stay where the navigation brought me, having "Lock
> camera to view" enabled. Goes back to the position when it was before
> entering FPS mode.
>
> 2) A small text below "User Persp/Camera/etc" in the 3d view like "FPS
> mode" might be nice, in cases ctrl+f is pressed by accident, plus that in
> certain cases the aim arrow are not visible(see below). Maybe also "gravity
> on/off". Might help to get users to know there's that mode in first time
> use.
>
> 3) The center point/aim marks are barely noticeable when using textures in
> the scene in my experience. Can these arrows have custom colors or the same
> colors as, for example, the wire selection mode?
>
> 4) I notice when I jump I can fall through the floor. Seems to be caused
> by other objects/meshes laying in the main floor mesh, like decals and
> garbage/decoration. I can easily reproduce it and have example files if
> you're interested.
>
> 5) Space to jump, v to teletransport feels much more natural :)
>
> thanks!
> Regards
>
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>
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