A good tutorial for cameras can be found at:

http://www.flashmagazine.com/tutorials/detail/away3d_basics_the_cameras/

The alternatives are to:

1. Use something to tween your variables.
2. Old school it by putting animation code directly into your enter_frame
function where you render. Messy but possible.
3. Use target camera as elguapoloco said see code example in link above


Example of how to do no 2:

private var animation1CamStartX:Number = 0;
private var animation1CamStartY:Number = 0;
private var animation1CamStartZ:Number = 0;

private var animation1CamEndX:Number = 100;
private var animation1CamEndY:Number = 100;
private var animation1CamEndZ:Number = 100;

private var animation1CamXCurrentPos:Number = 0;
private var animation1CamYCurrentPos:Number = 0;
private var animation1CamZCurrentPos:Number = 0;

private function render():void
{

if (bAnmation1Flag){

   if (some condition test to check if animation1 is completed
eg animation1CamXCurrentPos >= animation1CamEndX){
     bAnimation1Flag = false;
   } else {
     // do your animating

     cam.lookat(new Number3D(0,0,0);
     cam.x = animation1CamXCurrentPos;
     cam.y = animation1CamYCurrentPos;
     cam.z = animation1CamZCurrentPos;

     animation1CamXCurrentPos ++;
     animation1CamYCurrentPos ++;
     animation1CamZCurrentPos ++;
   }

}


view.render();



D



On 16 July 2010 16:40, elguapoloco <[email protected]>wrote:

> To allow for smooth transitions with minimal effort: Use a Target
> Camera. Create an Object3D, to use as the camera's target, then just
> animate/tween that object's position.
>
> ath.
>
> Jerome.

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