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Real-Time Cameras in Unreal Editor 4 - Part 10

22/2/2016

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Picture
This is the same pawn before and during a straight vertical jump, with a Tomb Raider style camera drop to show that she landed roughly
Reference: Mark Haigh-Hutchinson. 2009. "Real-Time Cameras: A Guide for Game Designers and Developers." Elsevier.

I was recently introduced to a powerful tool in UE4 called the Timeline. All of my previous articles were created without any knowledge of this tool, but now I cannot ignore the fact it provides simpler and more robust solutions than my previous attempts. This weekend was devoted to creating a platformer style camera that is modelled after Tomb Raider 2013 as a warm up for using timelines. There will be no ledge grabbing, vaulting, climbing, or ice-picks in my prototype - so only jumping and landing from a drop will be covered here. My starting point is the default Third Person Blueprint in UE4.10.3 with no modifications except to create a basic test level that has a lot more jumping and height differences. (Aside: In full scale game production, this level would have all the different sizes and shapes - often called metrics - that the avatar could traverse. so locomotion systems, animations, camera, and controls could be tested before the game world is created).

  • "Minimize unintentional camera motion whenever possible. This is especially true of cinematic sequences, but it is true to say that camera motion should be avoided unless it would either result in the camera being left behind by the player character, or the camera interpenetrating the player character. Slight or unintentional camera motion caused by reactions of the player character to environmental factors (or noise from player controller inputs) should be avoided. Similarly, if camera motion is directly linked to that of the player, it often results in an "unnatural" or "stiff" feeling camera.
  • Ensure camera motion is smooth. Smooth, frame-coherent motion of the camera is necessary to avoid disorienting or distracting the player. Of course, smooth motion is normally achieved by velocity dampening, which has the adverse effect of allowing the target object to either accelerate away from the camera or worse, overtake and interpenetrate the camera. Nonetheless, smooth camera motion is of great importance and there are techniques available to assist the camera in cases where the player character is subject to rapid acceleration. Low-pass filter can help smooth out irregularities in movement especially when the camera motion is tied directly to that of the player character, where noise from unwanted player input may cause slight motion."
Notice the cameraman uses a smooth path up, and highlights the gracefulness of the landing by not overtaking his target, the figure skater.
The opposite effect is achieved in Tomb Raider when Lara Croft lands a jump, but the camera still has smooth motion throughout the landing.
My initial approach is to add a Scene Component to the ThirdPersonCharacter Blueprint and have a new blueprint that tracks the location of this Scene Component. The new blueprint will be the ThirdPersonCameraTarget, and it will use a timeline to track the movement of the ThirdPersonCharacter with velocity dampening.

The first rule of timelines is they can be used on Actor Blueprint Graphs, but NOT Actor Component Blueprint Graphs or Scene Component Blueprint Graphs.
This can provide a conceptual barrier for someone who has not used them before, especially when it seems like adding a timeline to a Scene Component Blueprint Graph is the ideal solution. After realizing this limitation, I arrived at two possible options, and chose the latter after running into issues with the former:

  1. Run the timeline on the ThirdPersonCharacter to provide an intended location to the ThirdPersonCameraTarget, which parents a CameraBoom with a FollowCamera child.
  2. Run the timeline on the ThirdPersonCameraTarget by making it a pawn, completely separating the controller for the camera from the controller for the avatars movement.

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Hitman: Absolution Camera Analysis 03

13/2/2016

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This is a catalogue of all the cameras I could find in this game, excluding those mentioned in previous posts. Credit to https://www.youtube.com/user/HassanAlHajry for capturing most of these shots, and obviously to Io-Interactive for developing the game and engine.

Signature Stealth Cameras

All of these cameras have a completely hidden mode in close up third person, and transition to a pseudo first person perspective camera when the player chooses to look out of their hiding space. There are a few more variations on the stealth camera that derive from other cameras:

Derived from dumpster camera:
  • Crate
  • Ice chest
  • Fancy wooden chest
  • Giant birthday cake
  • Variations on the dumpster type body container
Derived from closet camera:
  • Variations on the closet type body container
Clothing based, derived from main gameplay camera:
  • Scarecrow
  • Samurai armor

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Tomb Raider (2013) Camera Analysis 01

10/2/2016

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Picture
Notice that efforts have been made to make the reticule crossover on the avatar's head less noticeable
This game has some serious camera going on. It will likely take me many articles to describe the camera for it. The first article will just be a quick comparison with some of the features I called out in Hitman: Absolution.  Furthermore, I am almost finished my catalogue of cameras to wrap up the Hitman camera analysis series so I do not want to make a large digression yet.

I may have been quick to judge Hitman: Absolution in a previous post for putting a reticule on the back of its' avatar's head. Even Tomb Raider was unable to avoid this completely, although their treatment is much more elegant, and the reticule seems to quickly slip over Lara's head unless one is really focusing on it.


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Hitman: Absolution Camera Analysis 02

3/2/2016

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Hitman: Absolution actually has a very simple camera, that they maintain through cinematic gameplay sequences without many changes from when Agent 47 is running or sneaking normally. The main camera is not much more advanced than the default UE4 Third Person Project Camera. There are differences in height or boom from crouching to standing, aiming mode with toggle crossover, and a maximum upward pitch that is maintained when colliding with the wall or floor. These cameras work the same in or out of cover, unlike other games (GoW) that have cover specific cameras. There are other cameras for unique situations like shimmying across ledges and hiding in a closet, but those will be discussed in a later post.
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Crouch to Crouched Aiming and Standing to Standing Aiming (no mouse movement)
These are what the player sees when transitioning between the various crouch and aiming modes. The camera height does not change between Standing and Standing Aiming, but it increases when transitioning from Crouched to Crouched Aiming. The lift is quite abrupt, made palatable only because it is triggered by direct player action.This feature allows the same camera to be used for cover shooting mechanics, where the player must slightly expose their avatar to takes shots (also revealing their location in the process).

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    James Dodge

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