Closed Brian-McG closed 8 years ago
I have added an implementation for this, can people check it out and see what they think?
Slightly unrelated, could we up the FOV on the player? To me, playing on 80 - 90 felt much better and far more immersive than 60. It will however require a bit of a re-tweak on hand optimisations.
I think some touch ups are required:
Fixed the artifacts ( with b4da1f0) but regarding climb looking bad, what would you like to see?
So the left hand seems to unnaturally come into view during a climb. A good example to see it is the orange wall near the stairs at building 2.
Just another artefact, look straight down and climb a wall, you will see your own neck in view.
So to reiterate: what exactly do you expect to see? I realise that it looks a little strange but eh, thats what the animation does...it makes sense (to me at least) because I know what the animation is doing, so it doesn't look that strange, and there isn't very much I can do apart from moving/scaling the avatar and even that I can't do very much of without messing up other things (the setting its at currently was kept because its a reasonable balance of things looking cool/being able to see what your avatar is doing, and not having clipping and seeing the insides of things.
I guess if you feel there is no issue with the hand, it is okay. The issue with climbing and seeing your full neck is not okay.
I played around with this one a bit now.
It looks pretty decent without any hand optimisation although run moves body too forward. It is a pity that you can't really see your arms too well though :disappointed: You also can't really see your feet when you slide. Maybe the hand optimisation can help correct some of that.