In looking through the source, the "move" functions are convenience
functions for "translate" which simply defines a vector for the
movement and changes the objects x,y,z variables.
moveRight(distance);
then calls:
translate(Number3D.RIGHT, distance);
which in turn would be the following lines of code (straight from core/
base/Object3D.as):
public function translate(axis:Number3D, distance:Number):void
{
axis.normalize();
_vector.rotate(axis, transform);
x += distance * _vector.x;
y += distance * _vector.y;
z += distance * _vector.z;
}
So if I am understanding your problem correctly, all you would need to
do is tween the vectorized x,y,z values. A "moveRight(distance)"
would probably look something like this (totally untested):
var vector:Number3D;
vector.rotate(Number3D.RIGHT, planeContainer.transform);
TweenMax.to(planeContainer, 3, {x:distance*vector.x,
y:distance*vector.y, z:distance*vector.z});
On Apr 8, 7:19 am, AlexS <[email protected]> wrote:
> moveRight
> moveForward
> moveBackward
> etc.
>
> are the easiest ways to manipulate objects with the 3d space (to my
> mind).
>
> The problem is that it is not possible to tween with, say
> "TweenMax.to". Instead the on enterframe render method is reccomended.
>
> This is typically set up:
>
> if(aboutLeft < 8){
> aboutLeft +=1;
> planeContainer.moveUp(120);
> planeContainer.moveRight(30);
>
> }
>
> ..the problem being that the movement looks too uniform, adding an
> easing algorthm (in my experience) means the final value to be checked
> is never reached (the nature of easing).
>
> Would anyone be able to reccomened a way to add easing within the
> onEnterFrame render?
> or
> How to use a tweening engine to tween the movement local to the object
> (ie. moveForward, moveBackward etc)
>
> many thanks,
> Alex
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