• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Is VR camera animation possible?

Messages
1
Country
unitedstates
In smaller, faster planes the standard VR camera is pretty uncomfortable in turbulence. Unlike the monitor view, whose camera bounces a bit with physical shifts (as your head would be, keeping your view somewhat stable with the horizon), the VR camera is hard locked to its position and orientation within the cockpit.

Skimming through the SDK docs it looks like any animation (ie translation/rotation) applied to cameras in VR is disregarded. Is this correct or is there a way around this?

I’d really like to build a VR camera physics mod that maps more closely to how a pilot’s head moves in real life — rapid changes tending to show as the cockpit bouncing around you (with the horizon being stable), but recentering to a heads-forward view. Might also be nice to set the camera roll to align with your experienced G-forces, so that, say, in a straight slip the horizon appears level and the craft looks tilted to the side, but in coordinated turns the cockpit is level. That’s how it looks to my eyes.

The physical model for the pilot’s head should be quite simple to code, but I have no clue if there are feasible hooks to do this, or if the guardrails on VR comfort are too powerful.
 
Back
Top