I had the same problem, so I put extra Object3D near container and start rotating container. On every frame I test condition if (curent.distanceTo(frontPos) < 7.5) where curent is my Object3D that must be facing to the camera and frontPos is "flag" Object3D that I placed in front of camera. When condition triggers I use extra method to rotate container on proper degree, usually it is very small, but I need exactly correct angle. So for me it works perfect. Another way is to multiplying transform of each container to the point coordinates and you will get absolute position but I didn't use this method yet.
On Nov 26, 12:00 am, artur <[EMAIL PROTECTED]> wrote: > Hello > > There is my problem I ll do my best to try explain it: > > I loading a 3ds in a ObjectContainer3D( BigContainer) so I rotate the > container to make a 360 view, now the next step is load little 3ds > pieces in littles ObjectContainer3D containers, positioning them over > the bigContainer or at least that is the idea, the little ones 3ds > should be look at to the normal of the point where they were added, > but they are rotating in crazy ways, I tried to do a lookat camera > postion but is not working, I was looking and noticed all > ObjectContainer3D has his own local Coords so that would explain the > weird behaviors, there is a decent way to do this?,basically put the > face of my loaded models pointing to the normal of the face of the big > model where was located?, I hope you can bring a light on my day > > Thanks so much in advance. > > Artur.
