Maybe instead of roll, pitch, and yaw, try rotationX and rotationY, and
rotation Z ? Is it still screwy?

-Pete

On Wed, Jul 15, 2009 at 11:53 AM, Peter Kapelyan <[email protected]>wrote:

> can I see a new swf plzzz? Not sure what would be wrong
>
> -Pete
>
>
> On Wed, Jul 15, 2009 at 11:46 AM, maltech <[email protected]> wrote:
>
>>
>> Thanks, I want it very rigid, so the method should be perfect, however
>> its not staying behind the target properly.
>>
>> here is the movement code, if you need to see any other pieces of my
>> code to help me let me know.
>>
>>                        if(keyIsDown){
>>                                        // if the key is still pressed,
>> just keep on moving
>>                                        switch(lastKey){
>>                                                case 87
>>     : fighter.moveForward(10); break;
>>                                                case 83
>>     : fighter.moveBackward(-5); break;
>>                                                case 65
>>     : fighter.roll(10); break;
>>                                                case 68
>>     : fighter.roll(-10); break;
>>                                                case Keyboard.UP        :
>> fighter.pitch(10); break;
>>                                                case Keyboard.DOWN      :
>> fighter.pitch(-10); break;
>>                                                case Keyboard.RIGHT :
>> fighter.yaw(10); break;
>>                                                case Keyboard.LEFT  :
>> fighter.yaw(-10); break;
>>                                        }
>>                                }
>>                        view.camera.moveTo(fighter.x,fighter.y,fighter.z);
>>                        view.camera.rotationY=fighter.rotationY;
>>                        view.camera.rotationX=fighter.rotationX;
>>                        view.camera.moveBackward(25);// or some other
>> number;
>>                        view.render();
>>
>> On Jul 15, 11:33 am, Peter Kapelyan <[email protected]> wrote:
>> > You can try something like:
>> >
>> > view.camera.moveTo(object.x,object.y,object.z);
>> > view.camera.rotationY=object.rotationY;
>> > view.camera.rotationX=object.rotationX;
>> > view.camera.moveBackward(2000);// or some other number;
>> >
>> > If that's too rigid for you, you can make another blank object instead
>> of
>> > the cam do that, and tween/smooth the camera to that object.
>> >
>> > Let me know if it works for you.
>> >
>> > -Pete
>> >
>> > On Wed, Jul 15, 2009 at 11:27 AM, desgraci <[email protected]>
>> wrote:
>> >
>> > > use it like the frustrum room, but add the object and the camera to a
>> > > container, and put the camera to look at the object.
>> >
>> > --
>> > ___________________
>> >
>> > Actionscript 3.0 Flash 3D Graphics Engine
>> >
>> > HTTP://AWAY3D.COM
>>
>
>
>
> --
> ___________________
>
> Actionscript 3.0 Flash 3D Graphics Engine
>
> HTTP://AWAY3D.COM
>



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