The rotations property is an array of number3D's, each one is the representation of the rotation for the animated object along the path at the start of a CurveSegment. but since you use the align to path, you have only one axis free. 2 others being used by the code.

so say you have 2 curveSegments defined and want your object align on path and having a rotation arround the path direction.
rotations property would be for instance

var a:Array = [new Number3D(20, 0,0), new Number3D(-20, 0,0), new Number3D(0, 0,0) ];
rotations = a;

so your object will start align to path with a 20, in middel at -20 and will exit the path with ) rotation.

The reason it might look like its a Z rotation while its a X one, is the direct result of the way you define your path. One path going in z would be affected another way than a path define along the x axis.
That's why the Path has a WorldAxis property.


to rotate your model if its sidewards, use first
model.rotationY = 90;
 (model as Mesh).applyRotations();

now its pointing on the path using the pathanimator. And it has nothing to do with the rotations applied while its animated.
Its a rotation at mesh level.


also not that in some cases, changing of world quadrants can also influence the behavior. To avoid those, just be sure your path definition gets an offset big enough to stay within one quadrant. mmm I stop now, don't want to confuse you :)

Fabrice


On Nov 16, 2008, at 5:43 PM, cellis wrote:


Hey fabrice,

i tried passing


rotations:[90,90,90]; //to the path Data, but i'm not sure it
worked...

i'm not quite sure of the syntax to use here: should it be an
anonymous object?

could you please post an example of a path data object declared? here
is mine

     var animInit:Object =
                       {
                               duration:5000,
                               lookat:false,
                               aligntopath:true,
                               targetobject:null,
                               offset:new Number3D(0, 100, 0),
                               rotations:[90,90,90],
                               fps:30,
                               easein:false,
                               easeout:false
                       }

Again, thanks alot!

On Nov 15, 11:16 am, Fabrice <[EMAIL PROTECTED]> wrote:
Sure you can,

just say
object.rotationY = 90; //--> or whatever is needed
then
(object as Mesh).applyRotations();//rotates internally the mesh geometry
//--> rotationY is now back to zero if you trace, while your mesh is
remains rotated on the Y axis

the rotations property on the PathAnimator are there to allow to have
rotations along the path.
say you have an aircraft, you define a path that goes from air to
ground where you want it crash.
when align to path prop is set the aircraft would point at the path
direction.
but if you want the aircraft has also some roll influence while
following the path, just pass a rotations array, a series of Number3d,
acting per CurveSegments
the Number3d are representing in this case the rotational influence
(rotx, roty, rotz). they are applyed or a linear fashion between start
and end of the segments.
if less Number3D's are passed than the length of the path, the last
influence is kept until the end of the path.

Note that it can work pretty confusing, so I suggest you start with
just 2 segments and play,
best way would be to comment all other segments into your path
definition, then gradually add rotations and path segments.

Fabrice

On Nov 15, 2008, at 4:41 PM, cellis wrote:



Awesome!

That worked Fabrice.

Now i have another problem and i'm not sure if i have to bust out the trig for this. My object animates along the path, but doesn't point in
that direction. For instance if it was a Car object, instead of
looking like it is driving forward on that path, it looks instead like
it is drifting along the path. Are there any built in functions for
this or do i have to do the rotation by hand?

I was unsure as to how to use the rotations property on the path
data...

Thanks alot!

On Nov 15, 7:14 am, Fabrice <[EMAIL PROTECTED]> wrote:
I've posted a tutorial on this a few days ago...

http://away3d.com/tutorials/tutorial-how-to-use-the-pathanimator-
class

More are coming on how to mixe this class with other Path based
classes.
So keep an eye on the tutorial section at away3d.com.

Fabrice

On Nov 15, 2008, at 10:21 AM, paullaster wrote:

Wanted to post this helpful doc about PathAnimator  to the Google
group community.

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