I havent come across any other ideas then just to do exactly the same as you have done for the custom camera. Just tie another camera event / trigger and tie it back to the game camera bud. There might be another way but i havent come across any and its just as simple and efficient.
hope that helps.![]()
No problem bud...I have the custom camera turned off and use an state event to control of the distance and then the same when changing back. This turns the custom camera off and makes sure there is no overlay with the field of view. Had this happen before where the same camera was still on but didnt realise unless you reached a certain hieght and then it cut back to it.There proberbly is a more effiecent way using other events of some kind but this is how i usually do it and it works for me. Also you might like to make the custom camera follow the actual bike if its for a short distance , this looks cool as it zips past. Just an idea if you never thought of it already anyhow , you might not like the idea but just thought i would add it lol as i have done the same thing in one of my tracks i am doing at the moment where i have a custom camera and it goes back to the game camera. Something happens in between mind but thats secret muuahahaha
hope you sort it bud if not , ask again and someone might have a better solution![]()
Try messing more with the camera settings if it feels like it jerks back to the default camera. Also don't be afraid to put multiple custom camera's (with maybe different settings) close to each other to create a smooth transition. I think the "jerking" usually occurs when the custom camera is too far from the driving line when it switches back to the game camera, so I think putting an extra camera inbetween those and a bit closer to the driving line should fix that issueOriginally Posted by elCamsterino Go to original post