This caused me problems too when recompiling existing scripts. If I understand correctly, the proper way to use HoverCamera3D now is:
* Set the target property to an Object3D that the camera should point to. * Set distance property. * Set tiltAngle and panAngle properties as the destination tilt/pan angles. * Call hover(false) every frame to move the camera smoothly towards its destination (default). * Call hover(true) to make the camera jump to the destination immediately. The current pan & tilt angles are now private so you can't directly read what they are as the camera moves itself. I have a few requests for features: 1. Make current pan & tilt angles not private (or add getters for them ) so you read what they are as the camera moves itself. 2. Allow the target to be set as a Number3D rather than having to create an Object3D. 3. Enable a camera roll angle settable property (rotation on the camera's pointing direction axis). But perhaps there are already techniques for doing these things? Ralph On Mar 14, 7:27 am, sascha <[email protected]> wrote: > Ah thanks got it figured out now. Good to see that Away3D finally went > camelCase *cough*. ;) > > On Mar 14, 8:13 pm, Fabrice3D <[email protected]> wrote: > > > Just replace all target[angle] by cam.tiltAngle or panAngle. > > All propnames are now camelCased. > > > Sent from an iPhone without Flash > > > On Mar 14, 2010, at 10:06, sascha <[email protected]> wrote: > > > > I saw these properties don't exist anymore in the recent build. What > > > am I supposed to use instead now to move around with a HoverCamera? > > > > I've used an enterFrame loop like this before: > > > > private function onEnterFrame(event:Event):void > > > { > > > if (move) > > > { > > > camera.targetpanangle = 0.3 * (stage.mouseX - lastMouseX) + > > > lastPanAngle; > > > camera.targettiltangle = 0.3 * (stage.mouseY - lastMouseY) + > > > lastTiltAngle; > > > } > > > > camera.hover(); > > > view.render(); > > > } > >
