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..

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