So my current problem is my camera acts the way I want it too, but my character test model is doing it's own thing pretty much. The weird thing is though, my camera pasition and stuff is based on the position of my test model. Here is the parts of code I believe I am having issues with. Can someone please tell me where I am wrong here please?
Matrix CharacterMoveRotationMatrix = Matrix.CreateRotationY(cameraYaw);
Vector3 transformedCharacterReference = Vector3.Transform(CharacterReference, CharacterMoveRotationMatrix);
CharacterPosition += Vector3.Transform(moveVector, CharacterMoveRotationMatrix);
cameraPosition.X = CharacterPosition.X * 55f;
cameraPosition.Y = CharacterPosition.Y + 10f;
cameraPosition.Z = CharacterPosition.Z * 55f;
cameraTarget = (CharacterPosition +
Vector3.Transform(CharacterReference,
(Matrix.CreateRotationX(cameraPitch) *
Matrix.CreateRotationY(cameraYaw)))) * 55f;
that or this part...
foreach (ModelMesh mesh in Character.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.Projection = Projection;
effect.View = Matrix.CreateLookAt(cameraPosition, CharacterTarget, Vector3.Up);
effect.World = CharacterTrans[mesh.ParentBone.Index] *
Matrix.CreateTranslation(CharacterPosition) *
Matrix.CreateScale(55f);
}
mesh.Draw();
}