The level of work and care this guy has devoted to the add-on's documentation is really commendable. I've never seen anything like it. It will be great fun to read through it all. It would also be great if the community took it upon themselves to little by little improve Godot's documentation up to similar levels with more code examples, most common use cases and even illustrative videos and suchlike.
Yea, I hate documentation that states an apple is an apple; as if every one is expected to know what an apple is, does, and for lol. Some things are self explanatory, other things are not.
Actually you can preview your camera without addon: 1. In viewport window click on view and select 2 viewports 2. Select your camera and preview checkbox will show up 3. Click on the checkbox, now you have camera preview in separate window
If the 3d one is capable of handling collisions on its own without me having to specifically code it so the camera doesn't go through walls, I am sold.
Quick glance at documentation, it does by automatically assigning values to SpringArm3d so no additional setup needed other than offset and max angles. You can tweak the value of SpringArm3d it uses if needed.
I've been working with Cinemachine a lot recently and it's good to know that Godot has an equivalent for when I try to learn godot at some point in the future! It's great that godot is already so close to Unity's functionality
So for anyone else who was failing the IQ test implementing this in their own scene, you kinda need to throw a Camera2D into your scene, ADD a PhantomCameraHost to that Camera2D, and THEN add the PhantomCamera2D node wherever and THEN tell it what to follow.
A quality Godot addon! I hope there is more addons with this quality in the future. Looking forward to commercial asset store for that to be more of the case.
This video came across my dashboard at the PERFECT time and solved an issue I was having with the camera in my first Godot project - thank you so much!
Oh damn, I already got a basic camera that's able to focus on whatever the mouse is hovering over, but a problem I was stewing on was to prevent it from looking when the level geometry has nothing to show. If there's a wall, don't look beyond it, so this might help a lot
Please make a tutorial on how to make this 3D game template for moving 3d person capsule and setting up those cameras and trigggers for them! PLEEEAAASE!!
Hi! I'm fairly new to Godot and game development. The documentation is very thorough, but I'm finding it a bit challenging to get started with the Phantom Camera. Is there a video tutorial that shows how to add and configure the Phantom Camera 2D to follow a player character? I think a visual guide would be very helpful for me at this stage.🥰
Have you tried loading the example projects and studying their node hierarchies and settings used for the cameras? That's always a good way of getting a handle on things.
@@containedhurricane The AnimationPlayer can animate any property on any object and even "animate" (i.e. trigger) calls to methods. This, in turn, means it can also work with signals. You can even have an AnimationPlayer that "directs" other AnimationPlayer nodes. So yes, you can more or less dream up any behavior you like using them. As for "blending" values, I'm less familiar. If the AnimationPlayer can't do that, then you might be able to use an AnimationTree for that portion of the effect and then have a parent AnimationPlayer coordinate it with other animation tracks for cohesion.
Please makes a video on ucupaint: It's a blender add-on that turns blender on substance painter. It also adds the bakes from the also popular 3ds max/blender Add-on "textools" (which could also use a video because it's UV tools). So you can for example: 1.- Add a base color layer or an image texture layer. 2.- Add a paint base layer (with more than one iteration or it looks grainy) set it to soft light or linear light for a more metalic look. And Presto! you have the basis for a hand painted WOW-esque look.
I don't seem to get the point of this addon. Stuff like framed mode or following player can be done with the Camera2D/Camera3D objects already. Would someone care to explain the difference to me, please?
This video really should have started out by explaining what the addon does. It says it is like unto some other Unity addon I've never heard of because I use Godot, not Unity, so that's not an explanation of what it does.
Im going to make a video game company that actively leaks info about the games we are making Not like source code but like screenshots and story details Because how can leaks, aside from source code leaks, can be bad and people can get rehyped Im prolly not seeing something
you start the video and you start talking about how to implement the plugin before even clearly explaining what it does. then you start showing examples but never give a general description of what it does. so ok I see its a camera+ for godot but I had to watch all the video to understand that which should have been explained at the intro.
Links
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The level of work and care this guy has devoted to the add-on's documentation is really commendable. I've never seen anything like it. It will be great fun to read through it all.
It would also be great if the community took it upon themselves to little by little improve Godot's documentation up to similar levels with more code examples, most common use cases and even illustrative videos and suchlike.
Yea, I hate documentation that states an apple is an apple; as if every one is expected to know what an apple is, does, and for lol. Some things are self explanatory, other things are not.
@@rremnar The real question is: is an applet a small embedded (Java) application or is it just a small apple?
This is a game changer, the kind of tools I'll probably have in most of my projects.Thanks for telling us about it.
Actually you can preview your camera without addon:
1. In viewport window click on view and select 2 viewports
2. Select your camera and preview checkbox will show up
3. Click on the checkbox, now you have camera preview in separate window
If the 3d one is capable of handling collisions on its own without me having to specifically code it so the camera doesn't go through walls, I am sold.
Godot has that OOTB
What is wrong with SpringArm3D component for handling camera's collisions?
It's a pretty simple set up with default nodes spring arm and collision mesh😅
Quick glance at documentation, it does by automatically assigning values to SpringArm3d so no additional setup needed other than offset and max angles. You can tweak the value of SpringArm3d it uses if needed.
Sold for the price of nothing
I've been working with Cinemachine a lot recently and it's good to know that Godot has an equivalent for when I try to learn godot at some point in the future! It's great that godot is already so close to Unity's functionality
So for anyone else who was failing the IQ test implementing this in their own scene, you kinda need to throw a Camera2D into your scene, ADD a PhantomCameraHost to that Camera2D, and THEN add the PhantomCamera2D node wherever and THEN tell it what to follow.
A quality Godot addon! I hope there is more addons with this quality in the future. Looking forward to commercial asset store for that to be more of the case.
This is SO well timed! I was just looking at this for a project i want to make
This video came across my dashboard at the PERFECT time and solved an issue I was having with the camera in my first Godot project - thank you so much!
Just tried this out earlier this week, thanks for the video!! I even learned about that tab to show the preview.
Very nice analogue for cinemachine from Unity. Thanks, Mike, for covering this asset.
this is actually amazing. thanks for bringing it up!!!
You earned a sub, man. Thanks for sharing.
Wow, this is awesome! Thank you for showing it to us.
THIS is an absolute gem, OMG
I JUST finished coding my camera movement for my game, but this will come in handy in the future
Oh damn, I already got a basic camera that's able to focus on whatever the mouse is hovering over, but a problem I was stewing on was to prevent it from looking when the level geometry has nothing to show. If there's a wall, don't look beyond it, so this might help a lot
Thanks for the update Mike🎉🎉🎉🎉
Hats off to the devs....
Please make a tutorial on how to make this 3D game template for moving 3d person capsule and setting up those cameras and trigggers for them! PLEEEAAASE!!
Hi! I'm fairly new to Godot and game development. The documentation is very thorough, but I'm finding it a bit challenging to get started with the Phantom Camera.
Is there a video tutorial that shows how to add and configure the Phantom Camera 2D to follow a player character? I think a visual guide would be very helpful for me at this stage.🥰
Have you tried loading the example projects and studying their node hierarchies and settings used for the cameras? That's always a good way of getting a handle on things.
Wow, I wanted something in Godot like Cinemachine but this is way better than I wished for
Awesome thanks.
I wish Godot has something like Unity's Timeline, where we can blend cameras/ animations and create custom dialogue tracks for cutscenes
I was using timeline in Godot recently and it seemed you can automate any event, not just animations.
@@nevertoolate5325 You mean Animation Player? Could we blend cameras/ animations/ post-processing effects and create custom dialogue tracks in it?
@@containedhurricane The AnimationPlayer can animate any property on any object and even "animate" (i.e. trigger) calls to methods. This, in turn, means it can also work with signals. You can even have an AnimationPlayer that "directs" other AnimationPlayer nodes. So yes, you can more or less dream up any behavior you like using them. As for "blending" values, I'm less familiar. If the AnimationPlayer can't do that, then you might be able to use an AnimationTree for that portion of the effect and then have a parent AnimationPlayer coordinate it with other animation tracks for cohesion.
@@MrEnvisioner Thanks for the info. I don't think we can blend camera, animation, audio and post-processing tracks in Animation Player
Brilliant. It seems that on a weekly basis I am rewarded for moving from Unity to Godot.
very helpful thank you man ❤
Beautiful addon! I will have a look at the source code soon as a reference!
Ohh I was hoping Godot gets a feature like Cinemachine, this is so awesome!
well that's pretty cool
Awesome stuff. Full props to the developer.
Great video thank you!
Well, this is incredibly useful. Awesome.
This is the type of thing that unity has that made me jealous. This will make everyone more efficient constantly. Kudos to the author.
I wonder how Phantom camera 3d applies to already existing player controllers?
This is an impressive camera system, and if sufficiently generic probably would do well to find a way to be integrated into Godot officially.
This is really nice
For future, maybe scale up the godot UI and the game window, really hard to see any detail on even a modern iPhone
It really is. I am using it in my last game.
Godot is getting some of the highest quality tools I've ever seen in a game engine!
Where can I find code for the 3d demonstration project? The 3rd person game with these new cameras?
Looks very cool and useful. Yeah wish that was in Godot already.
It is now
It is now
It is now
I'm sold!
Please makes a video on ucupaint:
It's a blender add-on that turns blender on substance painter. It also adds the bakes from the also popular 3ds max/blender Add-on "textools" (which could also use a video because it's UV tools). So you can for example:
1.- Add a base color layer or an image texture layer.
2.- Add a paint base layer (with more than one iteration or it looks grainy) set it to soft light or linear light for a more metalic look.
And Presto! you have the basis for a hand painted WOW-esque look.
this is very cool!
Truly helpful.
Wow!!! Thanks 😀🙌
oh thank you man!
Thank you
keep going bro ❤🔥🔥🔥
your folower from algeria DZ
The *Holy Grail* camera has arrived.
At last. Soon, more Godot games to have best camera experience
Ive looked on the assetLibrary and the phantom camera isnt showing up. Did it get taken down?
Damn! Another gem
The right video at the right time. Thanks!
What does this have to do with rewriting lighting?
Nothing, it's an add on from a completely different developer.
Thanks!
Thanks for the support, always appreciated!
That is great!
Damn this is incredible.
yeah this kind of camera controls should be built into godot :)
I couldn't find the answer online.
Can i use code to dynamically preview the character body 2d in editor?
Does this addon include anything for VR development?
Fading, moving the player's reference point, etc...
I don't seem to get the point of this addon. Stuff like framed mode or following player can be done with the Camera2D/Camera3D objects already. Would someone care to explain the difference to me, please?
WOAAAAAH
Pretty cool
This video really should have started out by explaining what the addon does. It says it is like unto some other Unity addon I've never heard of because I use Godot, not Unity, so that's not an explanation of what it does.
Im going to make a video game company that actively leaks info about the games we are making
Not like source code but like screenshots and story details
Because how can leaks, aside from source code leaks, can be bad and people can get rehyped
Im prolly not seeing something
Hey Mike have you done a video on the best addons for Godot?
Nah, I kinda hate doing best of lists unless I know what all the options are and there's so many add-ons out there.
yay
when the free and open source add-on is putting stuff like the multi-million $ Unity to shame...
that documentation...
I think this channel made for Unity, but how about a video for Godot's "essentials"? It has a couple of very impressive plugins
Is it available for 4.0
4:34 it says so right there
太棒了,感谢您的介绍,伟大的
Why the website of the addon so sexy thoughh
I cant get onto their website, my ISP blocks it and my AV warns against it. :(
cool for 3D, mostly meh for 2D
TIL tweening = inbetweening
期待更多开发者加入,生态蓬勃发展
you start the video and you start talking about how to implement the plugin before even clearly explaining what it does.
then you start showing examples but never give a general description of what it does.
so ok I see its a camera+ for godot but I had to watch all the video to understand that which should have been explained at the intro.
first ?
worst .