mmhh thats funny, see

//in this example im usin a collada, but is a container u can use mesh
as well

           model1 = Collada.parse(YouModel, {scaling:0.25,
material:material});
            model1.mouseEnabled=false;
            model1.ownCanvas=true;
            model1.pushfront=true;
            contenedor= new ObjectContainer3D(model1, camera);
            scene.addChild(contenedor);

the camera is global?


after that u should change in the renderer:

                        //calculate forward & back vector
                        forwardVector.rotate(Number3D.FORWARD, 
camera.transform);
                        forwardVector.y = 0;
                        forwardVector.normalize();
                        /*camera.x += forwardVector.x*cameraForwardSpeed;
                        camera.z += forwardVector.z*cameraForwardSpeed;
                        model1.x=camera.x*1.1+50;
                        model1.z=camera.z*1.1+50;*/

                        contenedor.x += 3*forwardVector.x*cameraForwardSpeed;
                        contenedor.z += 3*forwardVector.z*cameraForwardSpeed;

                        //calculate left & right vector
                        rightVector.rotate(Number3D.RIGHT, camera.transform);
                        rightVector.y = 0;
                        rightVector.normalize();

                        //update camrea position
                        /*camera.x += rightVector.x*cameraRightSpeed;
                        camera.z += rightVector.z*cameraRightSpeed;*/
                        contenedor.x += 3*rightVector.x*cameraRightSpeed;
                        contenedor.z += 3*rightVector.z*cameraRightSpeed;

                        /*model1.x=camera.x*1.1+50;
                        model1.z=camera.z*1.1+50;*/

                        //update rotation values
                        if (move) {
                                panangle = 0.3*(stage.mouseX - lastMouseX) + 
lastPanAngle;
                                tiltangle = -0.3*(stage.mouseY - lastMouseY) + 
lastTiltAngle;

                                model1.rotationY=panangle;

                if (tiltangle > 70)
                        tiltangle = 70;
                if (tiltangle < -70)
                        tiltangle = -70;
                        }

        //update camera rotation
                        target.x = 100 * Math.sin(panangle * toRADIANS) * 
Math.cos
(tiltangle * toRADIANS) + camera.x;
            target.z = 100 * Math.cos(panangle * toRADIANS) * Math.cos
(tiltangle * toRADIANS) + camera.z;
            target.y = 100 * Math.sin(tiltangle * toRADIANS) +
camera.y;
            model1.x=target.x;
            //model1.y=target.y;
            model1.z=target.z;

            camera.lookAt(target);

            //render scene
                        view.render();

im sure u can add them to a container i made a semi - Mario 64 (tx to
peter on this one XD) this way ^^

the only thing u got to adjust is the parameters such as speed or
acceleration in ur project

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