Ok. I got it. I guess I'm not too old for this stuff yet. Thanks to your replies today I finally got on the right track to getting this.
http://www.vicware.com/flyover/FlyOver03.html So let me see if I understand this: When you have a mesh and you put it in an ObjectContainer3D, the ObjectContainer3D is not the mesh, but rather a controlling reference for the mesh. So if you rotate the mesh directly - it appears on the screen within the ObjectContainer3D xyz. That's what I was doing wrong, I was putting the satellite mesh into the ObjectContainer3D and then rotating the ObjectContainer3D instead of the mesh contained in the ObjectContainer3D. One thing - I noticed the xyz of the mesh and xyz of the ObjectContainer3D are not relating to the same xyz. I think I read in other posts that is correct. Thanks so much - you guys are great, and I think away3d is the only game in town that is yielding me reliable results so far (F10). The last challenge I have to figure out is putting running video(i.e.flv) on computer monitors in the scene. Can you point me to any useful posts for this? Vic On Apr 3, 5:54 pm, Vic <[email protected]> wrote: > Yes, it's rotating on the Y axis, except not on its own Y axis. > Otherwise it would continue to rotate cleanly when > pitched 25 degrees down. At least, that's what common sense > tells me. > > I'll put another night into this. I haven't been doing 3d the last > couple years > and it's possible I'm not explaining this correctly. > > You should know I derived the code to load a 3ds file and parse > through the models > using your loop in Frustum Room example (Which was the perfect example > for my > experience - it took me just a day to generally understand what was > going on). > As it goes through the initObjects() loop, I set up and position each > model. > It seems from Jerome's replies that I haven't quite comprehended what > is contained in > what, and how local and global axis' interact in away3d. If I change > the global axis for > the whole scene in order to get the satellite's attitude right, then > all the other models > will be screwed up. So what containers can contain I'm still learning. > > Thank you very much guys for your time. I'll work on it and let you > know. > > Vic > > On Apr 3, 5:22 pm, Fabrice3D <[email protected]> wrote: > > > looks like your model has already some rotations applied in its own object > > space. > > > Fabrice > > > On Apr 3, 2010, at 9:19 PM, Vic wrote: > > > > Jerome - > > > > Thanks so much for your response. The thing is, as I explained in my > > > post, I went > > > through all your suggestions already, and my problem isn't with > > > getting other > > > models to orbit another. > > > > If you go to the link in my post above, I have that satellite rolling > > > on its Y axis, but > > > I have it also pitching down 25 degrees. The satellite should just > > > rotate on it's own Y axis no matter how I pitch the model, but instead > > > its > > > wobbling (precession) because it's spinning around the scene's global > > > Y axis instead > > > of the satellite's local Y axis. > > > > I've tried many things you suggested plus more, as I explained in my > > > post, But no > > > matter what I do I can't get the satellite to rotate around it's own > > > local Y axis. > > > I thought for sure putting the satellite into it's own > > > ObjectContainer3D would make > > > a difference, but it doesn't, or I'm missing something. > > > > Do you have any other ideas? > > > > Thanks for your time - > > > > Vic > > > > On Apr 3, 1:29 pm, elguapoloco <[email protected]> > > > wrote: > > >> Hi, > > > >> There are a few ways to set that up: First look at pitch(), yaw() and > > >> roll() that rotate objects along their x, y and z axis. If that > > >> doesn't work you can use an ObjectContainer3D to get better control on > > >> things! To easily setup an orbiting object and have it rotate around > > >> the center (like the earth) and it's local axis: > > > >> satContainer = new ObjectContainer3D(); > > >> addChild(satContainer); > > > >> satOne = new SatOne(); > > >> satContainer.addChild(satOne); > > > >> // Now lets say I want to rotate my satellite along the x axis: > > >> satOne.x = orbitDistance; > > > >> // on render, tick, enterFrame... > > >> // animate the rotation of the satellite around the x axis: > > >> satOne.roll(.5); > > >> // Animate the satellite container along the y axis to orbit around > > >> the earth: > > >> satContainer.yaw(.5); > > > >> ath > > > >> Jerome. > > > > -- > > > To unsubscribe, reply using "remove me" as the subject.
