Closed Corruptinator closed 4 years ago
I guess that might be revised for 3.0, but, I must admit that I can hardly grasp the idea... :smiley:
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Operating system or device - Godot version: Godot Version 3.0 - All operating system versions
Issue description (what happened, and what was expected):
(Note: This is inspired by looking into older FPS games and analyzing how "viewmodels" work.)
First of all, viewmodels are objects placed in a separate viewing space that doesn't exist or interact with the world the player/avatar is located, while still recieving light and shadow information without sacrifice.
Second, I've been taking a good look at some examples of First Person Shooter/First Person scenarios using the Godot Engine, and what I have noticed is that objects are rendered in front but within the camera while both are within a 3D hitbox or physical collision body to prevent objects from clipping/phasing through objects. Is there a way to add a function to the 3D Camera Node to create an array of separate 3D viewing layers to import and place the 3D objects within? Without sacrificing light and shadow detail?
This may have been an advanced suggestion to ask as a feature, but it would be useful for creating 3D Heads Up Display GUI in one 3d viewing layer and the arms/limbs holding a weapon or object in another separate layer. Hope this explanation wasn't too confusing to understand.