That's if you were lazy and didn't say

var myCamera:HoverCamera3D;

or sometimes to force things to act as a certain type

-Pete

2010/3/3 metSyS <[email protected]>

> I have a question. I can't understend what it means this string :
> "(view.camera as HoverCamera3D).target  = mychair;" . I want to
> UNDERSTEND this code. "mychair" - it's clear - this is our object
> around which we want to rotate camera. ".target" - that's clear too.
> What does it mean "view.camera as HoverCamera3D"??
>
> On 3 мар, 17:06, Fabrice3D <[email protected]> wrote:
> > (view.camera as HoverCamera3D).target  = mychair;
> > if you then move the chair object3d you need to render/hover again
> >
> > Fabrice
> >
> > On Mar 3, 2010, at 3:40 PM, Stefan wrote:
> >
> >
> >
> > > Thanks for the very fast reply!
> > > This seems to be the basic setup for a hovercam with mouse control. I
> > > got this to work already. What I'm actually after is the following:
> >
> > > First I want to orbit e.g. the object "table". Then I'd like to move
> > > the camera to some other position in the room and orbit e.g. the
> > > object "chair".
> > > When I change the camera's target from "table" to "chair" it looks at
> > > chair, but still rotates around the scene's origin. Or in other words:
> > > I never get to see the back side of the chair. Am I missing something
> > > here?
> >
> > > Thanks in advance,
> > > Stefan
>



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