Thank you for your advices Pryme8!
I’ll do some work on it and post it here later.
Did you ever see this?
Alot of FPS implementations use 2 models
An “arm rig” that the player camera has parented to it to give the illusion that you are carrying a gun and have it pointed wherever you are looking:
And a full body model that other players / reflection probes/ your second camera “sees” you as, similar to the dude mesh you are trying to rig your camera to. You can have your arm and third person models be on separate rendering layers, so that the cameras can be configured to properly ignore the right type of model.
Is there a specific reason why you don’t want to use an arm rig for your camera?
Hey I am sorry for being late, but I implemented what I wanted to do.
Here is the result playground.
What do you think?
Looking good buddy! I bet you could tweek that quite a bit and add some limits in and it will work for you.
I want to thank you Pryme8 for helping me along this implementation
Someday I wanna help other newbies just as you did.
Thanks a lot!
That’s the only price we want you to pay