have a look at the following: http://www.morphean.co.uk/images/c3/cube1.html
I have done as you suggested before, and using a single hoverCam I am now moving the target for that hoverCam around, you can see the small yellow block. but the orbit seems to bit a bit weird. you have to refresh to reset the view at the moment. I am trying to get teh skybox effect but inside one of those cubes.. the onEnterFrame is exactly like the skybox examples and in fact most of the other hoverCam examples, do I need to change the offsetValue (ie 0.3*) to get the effect I am looking for? also on this example would the replicate function be useful in increasing performance, or is it only good for objects with exactly the same materials etc.. thanks morph On Sep 2, 4:21 pm, Peter Kapelyan <[email protected]> wrote: > Yes, and yes. > > To make a "null" or invisible object, you can just create a new > DisplayObject3D(), that way you can save some memory instead of using a > cube. Although a cube is a good idea because you can show it (visible=true), > and use it for debug purposes etc. > > -Pete > > > > > > On Wed, Sep 2, 2009 at 9:44 AM, morphean <[email protected]> wrote: > > > 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 > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM
