so for example;
initial setup
1. setup a cube in the centre at 0,0,0
2. hoverCamera.target = thatCube;
3. thatCube.visible = false;
4. onActionWhatever => Tweener.addTween(thatCube, {x:200,y:200,z:
200,time:3,transition:"easeInQuart"});
then the camera will orbit around the invisible cube, is that correct?
and if I set visible to false, the item is still in the display list
just not visible?
thanks
On Sep 2, 10:24 am, Jensa <[email protected]> wrote:
> I've kind of replied to this already in the other thread you started,
> but just make a Cube at the position 200,200,200 and set the target of
> the HoverCam to follow this :)
>
> J
>
> On Sep 2, 11:06 am, [email protected] wrote:
>
>
>
> > what about moving hoverCameras, is it possible to have the orbit around
> > another point or is it only the origin that they can move around. I want to
> > set up a load of cameras to view the insides of objects in the same way a
> > hoverCamera does but at the moment each hoverCam I set up only revolves
> > around 0,0,0, whereas my object center might be at 200,200,200
>
> > thanks
>
> > morph
>
> > -----Original Message-----
> > From: "Jensa" <[email protected]>
> > Sent: Wednesday, 2 September, 2009 09:56
> > To: "away3d.dev" <[email protected]>
> > Subject: [away3d] Re: cameras - hierarchy
>
> > Hi morphean,
> > Cameras cannot be attached to anything. You always set the camera to
> > one of your views using:
>
> > view.camera = myCamera;
>
> > J
>
> > On Sep 1, 6:55 pm, morphean <[email protected]> wrote:
> > > can cameras be attached to Object3DContainers or can they only be
> > > attached to view.scene ??
>
> > > thanks