Hey Phillip currently the hovercamera target updates the coordinates around which the camera hovers, while keeping the same scene-based frame of reference for it's transformations. I can understand what you are after, but changing the camera's frame of reference would cause problems elsewhere in the framework where camera coordinates are used (shading materials, for example). This is potentially a feature we could add in the future, but for now you'll have to calculate the extra transformation required yourself.
don't forget, for feature requests, you can always submit a 'review request' on the google code repository. that way, when the next library update comes around we can take those requests into consideration. cheers! Rob On Thu, Oct 29, 2009 at 2:11 PM, Philip <[email protected]> wrote: > > It looks like the HoverCamera3D's panangle and tiltangle aren't > relative to the hoverCamera.target, but to the centre point of the > hoverCamera's container. > > This presents a question: > If I move the target to a cube at y=1000, to view the cube face on I > would have expected that setting the camera's tiltangle=0 would do the > trick. But instead I need to set tiltangle=40 in this case. > > Just wondering, would it make more sense if the tiltangle were > relative to the target (seeing as the target is my _only_ point of > concern)? > Any common workarounds? > > Thanks :) -- Rob Bateman Flash Development & Consultancy [email protected] www.infiniteturtles.co.uk www.away3d.com
