Here is my whole code so you may be able to better see what is wrong.
Maybe you can tell me by this why the camera will not go into a
container.

                private var texture:Class;
                private var cam:Camera3D;
                private var lastKey:uint;
                private var keyIsDown:Boolean = false;
                private var view:View3D;
                private var player:ObjectContainer3D;
                private var plane:Plane;
                private var hero:Sphere;
                private var sphere:Sphere;
                private var fighter:Object3DLoader;

                public function World()
         {
                        // create a basic camera
                        cam = new Camera3D();
                        view = new View3D({x:250,y:200});
                        addChild(view);
                        view.camera = cam;
                        fighter = new 
Object3DLoader(Max3DS.load("spaceship.3DS",
                        { material:"red#black", name:"fighter", scaling:1, y:0, 
x:0, z:0,
                        rotationX:-90, loadersize:300}));
                        view.scene.addChild(fighter);
                        view.render();

                        // create a temporary container-sprite to add stars into
                        var mc:Sprite = new Sprite();
                mc.graphics.beginFill(0);
                mc.graphics.drawRect(0,0,2048,2048);
                mc.graphics.endFill();
                        // add 2000 star-sprites to the container
                        var s:Sprite, r:Number;
                        for( var i:uint=0; i<2000; i++ )
                        {
                r = Math.random()*Math.random();
                s = new Sprite();
                s.graphics.beginFill(0xFFFFFF,0.9);
                s.graphics.drawCircle(0,0,r);
                s.graphics.endFill();
                s.x = r + (mc.width - 2*r)*Math.random();
                s.y = r + (mc.height - 2*r)*Math.random();
                mc.addChild(s);
                        }

                // render the container-sprite to a bitmap
                var bmd:BitmapData = new BitmapData(mc.width, mc.height, false, 
0);
        bmd.draw(mc);
                // create a 2x2 tiled material from the bitmap
                var mat:TransformBitmapMaterial = new 
TransformBitmapMaterial(bmd, {
        smooth: true, precision:0,
        repeat: true, scaleX: 0.5, scaleY: 0.5 });
                // create a skybox using that material on all 6 sides
                var box:Skybox = new Skybox( mat,mat,mat,mat,mat,mat );
                // and finally add it to the scene
                view.scene.addChild(box);


                        
this.stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDown);
                        this.stage.addEventListener(KeyboardEvent.KEY_UP,keyUp);
                        this.addEventListener(Event.ENTER_FRAME,onEnterFrame);

                }
                private function onEnterFrame(e:Event):void
                {
                        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();
                }
                private function keyDown(e:KeyboardEvent):void
                {
                        lastKey = e.keyCode;
                        keyIsDown = true;
                }
                private function keyUp(e:KeyboardEvent):void
                {
                        keyIsDown = false;
                }
        }

On Jul 15, 12:13 pm, desgraci <[email protected]> wrote:
> i remind u that this is based in the naivgation systema made by rob in
> the frustrum demo

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