I am building a scene in which a player is on a planet. The planet is an icosphere built using a subdivided icosahedron with a radius set to the planet’s radius, and sampled so that only the area around the player’s location is rendered.
To place the player on the surface of the planet, I move the camera outwards from the origin to the surface of the planet and then rotate it so that the player is looking along the surface rather than towards the origin:
The problem now is that the player’s “root” visual fram of reference is not the same as the camera’s, so when I rotate the camera around the Y and X axes to simulate looking around and up and down, the camera will roll and produce other highly non-intuitive reactions to panning actions.
Is there a way to tell the camera that the direction it is looking in now should be considered the new visual root - ie force the values in the screenshot to show Pitch 0.
Setting camera direction, setting the transform, setting the rotation… nothing seems able to alter this property of the camera. Is there a way to do this?