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Camera clips with character mesh

Ok I’ve tried sooo many options and I’m getting tired of attempting the same stuff over and over, I’ve tried using 2 seperate character models (one just arms and one full body) and I ran into so many problems

Now I’m trying the method of moving the camera into the third person characters front view to make it seem first person, I cannot stop this camera from clipping into everything even when I’m making my own animations, I can’t seem to get that perfect angle without the camera clipping into the head chest or something

This has been the most bothersome out of everything I’ve tried and I just can’t figure it out I’ve tried looking at examples and so many videos and I can’t do it, so I’m going to the forums again for some help hopefully

How do I get my camera to be in that sweet spot without clipping into things, I don’t know where to start.

I tried using the game “warface” as my kind of follow, the way the camera is lined up is near perfect and there’s no clipping, I just wish I knew how :( please help me, I’m really lost

Product Version: UE 4.18
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asked Dec 29 '17 at 06:28 AM in Blueprint Scripting

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z0code0z
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avatar image z0code0z Dec 29 '17 at 03:11 PM

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This is what i would love to achieve but i have no clue how, please help!

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avatar image z0code0z Dec 29 '17 at 07:01 PM

Can anyone help me :(

avatar image z0code0z Dec 29 '17 at 11:58 PM

bump bump

avatar image z0code0z Dec 30 '17 at 07:29 AM

Not sure of any other forums i can go to.. or this just a lost cause?

avatar image lkav Dec 30 '17 at 07:50 AM

Hi

Can you post a picture of your Character Viewport? A video of the clipping would also help a lot. I can try to help you find a good solution.

avatar image z0code0z Dec 31 '17 at 06:10 AM

I've been editing alot of it, im not sure its the same as before...

I figured it was the animations and i was right, i found somones example of how they did fps animations with the method i described (one mesh but move camera to make true fps camera)

He kept the actual body straight for most of the animations...

I rotated the hip/spine bones slightly so that it looked more realistic but im assuming i rotated way too much and it jacked up the camera view of the arms causing clipping!

I have yet to fix it fully, but when and if i do i will be providing video and pictures of what im dealing with

Hopefully i resolve this, nonetheless i will post the vid and pic as soon as i can to perhaps help others or get more help from you and anyone who can help

Thanks for responding!! :D

avatar image BladeMaster Jan 04 '18 at 08:17 PM

Create a socket in the skeleton(Preferably in the head). Attach the camera to that socket. The camera will now move with the head. It wont clip into the mesh.

avatar image z0code0z Jan 09 '18 at 03:13 AM

yes but while i can attach it to a socket.. when i move the actual camera into the position i need it to be, wouldnt it still interfere with the mesh regardless of socket?

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If this is a first person only game, you could always just get rid of the entire body except the arms, since they're all you'll ever see anyway. You can't clip whats not there.

If you need both a first person view and a third person view (e.g. so others can see your body in multiplayer) you can use two different skeletal meshes, one for the first person arms, and another for the entire third person body. Each would have their own animations and such, you would just set the third person mesh to "Owner no see" in the rendering panel, and the first person arms to "only owner see" right below it. If those are set you don't need to worry about working around clipping.

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answered Jan 09 '18 at 09:07 PM

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Arceyo
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avatar image z0code0z Jan 10 '18 at 01:38 AM

i was doing this at first but how would i attach weapons.. i would need two sockets but then i'd have 2 guns of the same kind? and therefore me and any other player(multiplayer) would see two guns floating

This is where i got stuck, if you could help me it would be amazing!

avatar image Arceyo Jan 10 '18 at 01:51 PM

You are correct in that you would need two sockets (one per skeletal mesh) to attach two different guns (one for first person and one for third) of the same kind to.

You would then use the same approach as for the first person arms and third person mesh. For the weapon attached to the first person arms, you just need to check "only owner see" again on the component, and "owner no see" for the weapon component attached to the third person mesh. This would fix the whole two floating guns thing.

avatar image z0code0z Jan 13 '18 at 04:29 AM

What do you mean by component..? If i only have one gun (aka the one i want to attach) i can only set it to one of the 'owner' options?

Or is there a secret way that i dont know? O_o

Sorry i responded late, ive been caught up with school thanks for the help!!

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