You can't get a full FPS camera because of the way flash is and the mouse acts. In Flash, once you get to the most right of the game/stage, the mouse is offstage. Where as in a FPS, you can keep moving the mouse to the right infinitely.
To get a simple one started, you can try something like this: view.camera.moveTo(0,0,0);///your XYZ of player view.camera.rotationY=mouseX/2;//play with this number view.camera.rotationX=35-(mouseY/10);//play with this number view.camera.moveBackward(200);//if you want it to be a bit behind the player Let me know if it helps you a bit -Pete On Tue, Jul 21, 2009 at 9:26 AM, francesco <[email protected]> wrote: > > I everyone, > > is there a subclass of Camera3D that behaves like the ones in the FPS? > I'd like the camera to keep its direction and orientation parallel to > the ground level while looking around. Normally, after pitching down a > bit, yawing right (or left) doesn't make the camera to describe a > circle whose plane is parallel to the floor. > > I was trying to workaround this problem by first looking down > (emulating the pitch but without actually rotating the camera), and > then applying a rotation to the left or to the right to complete the > movement. In this way, the rotation would affect direction and > orientation of the camera that are untouched by the "pitch". > > I hope you'll understand my bad english! :) > > Thank you in advance! -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
