could someone confirm / clarify: hoverCamera orbits around origin position of hoverCamera is set by polar coords, (ie distance, tiltangle, panangle);
targetCamera looks at "target" set by camera.target(50,50,50); position of targetCamera is set by normal cartesian coords. (ie x,y,z); if tweening the different cameras what properties are relevant to each camera tilt, pan etc are only for hover, but what about targetCamera?? thanks again On Sep 1, 5:48 pm, morphean <[email protected]> wrote: > have a couple of queries about cameras, for a current project I am > initially using a hoverCamera so that you can move the scene around: > > 1. would it be the same as using a targetCamera and just rotating the > object, admittedly hoverCamera does this nicely in one neat function > though. > > 2. when it comes to tweening the movement of a hoverCamera, you can > move it and the target but once it has been tweened (using Tweener) > moving it around seems to still revolve around 0,0,0. How do i make it > revolve around the new target and not the origin. > > 3. I want to move the camera into my object and then look around my > object, in a similar style to the hoverCamera. then when I am done > move my camera back out and look at the rest of the scene. Is the only > way to do this to use Awaybuilder and Maya to setup a scene with > multiple cameras? or can I setup paths use the Path tool and then use > the PathAnimator?? > > the only thing with the path animator, is will it look jerky ie camera > jumping to a fixed point and then animating?? > > the floor is open..
