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.

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