Adding the Object3D to the scene appears to have no effect, neither
does using a Mesh instead. So I guess the core question is this:

Should any two Away3D objects, when placed at the same x,y, and z
coordinate and told to lookAt() an object's position have the same
rotationX,rotationY, and rotationZ values? Assuming the pivot point is
the same as well? I should mention that the planes in question are
arranged in a circle around scene point 0,0,0. I suspect this is a
bug, because why else would it not work? I have not messed with the
yUp setting either.

On Jan 28, 2:01 pm, simplychaos <[email protected]> wrote:
> Thanks, but It's not that it goes around the long way, it just arrives
> at a completely incorrect rotation. Skewed way off to the side and at
> an angle. I've accounting for it going around the long way when I
> animate back to it's original position, because I've got that working
> already. So I think the problem is obtaining the actual coordinates to
> rotate to.
>
> I take back what I said about the getting the rotation angle with a
> dummy Object3D working correctly without the tween. The root of the
> problem is that setting an Object3D that is not added to the scene
> (maybe it would work if added to the scene?) to the coordinates of the
> plane, then telling it to lookAt the camera and setting rotation of
> the actual plane gradually toward those values does not work. So
> somehow even though it's in the same locating and told to lookAt the
> same position, it arrives at a different rotation than the plane
> itself? I even checked pivotPoint or whatever and both plane and dummy
> object are set to 0,0,0. I will try adding the Object3D to the scene
> and see if it makes any difference.
>
> On Jan 28, 1:50 pm, Peter Kapelyan <[email protected]> wrote:
>
> > I had to do somethign similiar a week ago and I couldn't tween that
> > number...and I had the exact effects you had that one of them would go
> > around the long way.....
>
> > The only thing I could get workign was something like this function, that
> > I've used alot:
>
> > function properRotation(target_rotation,my_rotation,smooth) {
> >                var rot =target_rotation-my_rotation;
> >                while (rot<0) {
> >                        rot += 360;
> >                }
> >                while (rot>180) {
> >                        rot -= 360;
> >                }
> >                my_rotation += rot/smooth;
> >       return my_rotation;
>
> > }
>
> > Hope it helps or someone has a better work around.
>
> > -Pete
>
> > On Wed, Jan 28, 2009 at 4:44 PM, simplychaos <[email protected]> wrote:
>
> > > Ok this question is a little complicated, but hopefully someone can
> > > make some sense of it. I have 5 planes arranged in a circle, all
> > > facing outward from the center point they are based around. The idea
> > > is to let the user rotate around them, which works fine. I have it set
> > > up so you can click on a given plane and it will rotate around to it.
> > > So the problem comes when I want the selected plane to smoothly rotate
> > > toward the camera as the camera is rotating around toward the plane. I
> > > have created a "dummy" Object3D, set it's x,y,z to the same as the
> > > plane, and told it to lookAt(camera.position), then I adjust pitch so
> > > it is facing correctly (which I tested with the actual plane before).
> > > So I should have calculated the exact rotation that I want to tween to
> > > for that frame, right? I use TweenMax to tween to that frame, and for
> > > 1 out of the 5 planes it works perfectly. Camera is set to lookAt
> > > plane, and plane is tweening to lookAt camera, and they match up
> > > perfectly every time. The other four all tween toward different weird
> > > angles though... If I get rid of the tween and just set the plane to
> > > lookAt camera, getting the rotation the same way with Object3D, it
> > > works fine, but obviously just snaps to look at the camera instantly.
> > > So I don't think there is any problem with my code, since it's
> > > obviously getting the correct rotation variables. Any suggestions?
>
> > --
> > ___________________
>
> > Actionscript 3.0 Flash 3D Graphics Engine
>
> > HTTP://AWAY3D.COM

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