Forum Discussion
OlivierJT
12 years agoExplorer
1st person, head (and body) clipping solution ? [SOLVED]
Bonjour everyone !
I hope everyone is fine in this important week ! (GDC 2014)
What solution did you find to avoid body clipping *inside UDK* when the camera is inside a head ?
I can't find the occlusion clipping distance *inside UDK*, if there is such a settings *inside UDK*.
I would like to lower it *inside UDK* a little so clipping is near the *UDK* camera.
(FYI my *UDK* camera is attached to a socket inside the pawn head, right now it clips around the shoulder distance... so I don't see my shoulder also... annoying... ! ^_^
(I know the consequence of touching it -loss of precision-) But I was wondering what could be done about that *inside UDK*.
It is important to have a head geometry so you can have it's shadow also... (inside UKD)
Cheers,
Ol
Did I forgot to mention that
Edit : added pretty colors and mention to UDK more visible. (for good fun of course...)
I hope everyone is fine in this important week ! (GDC 2014)
What solution did you find to avoid body clipping *inside UDK* when the camera is inside a head ?
I can't find the occlusion clipping distance *inside UDK*, if there is such a settings *inside UDK*.
I would like to lower it *inside UDK* a little so clipping is near the *UDK* camera.
(FYI my *UDK* camera is attached to a socket inside the pawn head, right now it clips around the shoulder distance... so I don't see my shoulder also... annoying... ! ^_^
(I know the consequence of touching it -loss of precision-) But I was wondering what could be done about that *inside UDK*.
It is important to have a head geometry so you can have it's shadow also... (inside UKD)
Cheers,
Ol
Did I forgot to mention that
it is inside UDK engine ?
Edit : added pretty colors and mention to UDK more visible. (for good fun of course...)
10 Replies
Replies have been turned off for this discussion
- cyberealityGrand ChampionCan you not adjust the near clipping plane on the camera?
- OlivierJTExplorerYes indeed, I did look for a solution, but not properly...
Sorry about that CyberReality.
So it's in :
UDKGame/Config/UDKEngine.ini
@ line 201 : NearClipPlane=10.0 (10 is default)
Edit :
Well actually modifing UDKEngine.ini is not enough.
If you do only this one, next time you relaunch it will be back to the default value ! (10)
So you have to edit BaseEngine.ini ALSO
(.../Engine/Config/)
A value of 2 works fine for me.
Edit 2:
Oh that solution is I think, well I am actually pretty sure related to UDK, you know Unreal Development Kit !
(oh boy.... all that colors....) - LaneHonored GuestIn the future it would help if you specified the engine you're using, this is just a slider on the camera in Unity.
- OlivierJTExplorer@Lane...
"Lane" wrote:
In the future it would help if you specified the engine you're using, this is just a slider on the camera in Unity.
...?
In the future it would help you if you looked where you are. ^_-)
My post has been made in :
> Board index > Oculus Integrations > Unreal Development Kit (UDK) Integration
So I wonder what engine I am using... ^_^
I am pretty sure I am using UDK !
Cheers. - LaneHonored Guestbahaha lol!! sorry, I just read the posts from the recent posts feed and never bothered to notice the subforum! (didnt even know there was a UDK subforum!)
damn thats funny. Thats what I get for posting at 5:30AM. - OlivierJTExplorerActually when I read you, I thought : He must be working too late...
5.30 am ! ^_^
GO TO BED ! ^0^
haha - cyberealityGrand ChampionEven though this is in the right section, it may still help to mention to engine somewhere so that people searching Google will find the topic easier when searching.
- OlivierJTExplorerAs you wish ^_^
(there is UDK in the config link solution though, but I'll make the post pretty just for you ^_^) - Nathaniel3WHonored GuestI see that this topic has been solved, but I think there's a solution everyone should know about: To solve this problem you can create a modular pawn. Give it at least two separate meshes: one for the head and one for the body. Then do something like this in your default properties:
Begin Object Class=SkeletalMeshComponent Name=BodySkeletalMeshComponent
SkeletalMesh=SkeletalMesh'BodyMesh'
bOwnerNoSee=false
End Object
Mesh=BodySkeletalMeshComponent
Components.Add(WPawnSkeletalMeshComponent)
Begin Object Class=SkeletalMeshComponent Name=HeadSkeletalMeshComponent
SkeletalMesh=SkeletalMesh'HeadMesh'
bOwnerNoSee=true
ParentAnimComponent=BodySkeletalMeshComponent
ShadowParent=BodySkeletalMeshComponent
End Object
HeadSkeletalMesh=HeadSkeletalMeshComponent
Components.Add(HeadSkeletalMeshComponent)
If you set the head mesh to bOwnerNoSee=true, then the mesh is there for other players to see, and it'll cast shadows, and to take critical hits or whatever, but you won't see it from the inside. - OlivierJTExplorer@Nathaniel3W
Ha modular like that ^_^
That's a good way to go things. Thank you
I didn't know that when bOwnerNoSee=true it was still casting a shadow.
Cool ^_^
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