I tried rotationx etc before I went with roll pitch and yaw, that
caused it to snap to a spot and stop and would not go any farther, I
could snap back the other direction one time and no farther so that
method would not work. It would not allow me a smooth transition. The
controls work perfectly for the ship as it sits. just having a problem
with the camera properly following it.

I uploaded the new swf for you

On Jul 15, 11:54 am, maltech <[email protected]> wrote:
> BTW Thanks for that suggestion desgraci, however it would not let me
> add the camera to a object container. It gave errors when I tried.
>
> On Jul 15, 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

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