Sprite3D, as far I know, will always face the camera, Sprite3D is a kind of billboard, in other words, doesn't have rotation information, will always face the camera (will face the screen, better talking).
On Mon, Nov 22, 2010 at 1:46 AM, juliancruz87 <[email protected]>wrote: > I'm starting to work with away3D on my first demo, I have a question > how I can do to see how many vertices and polygons are being loaded > and away3D flash and the main question is how I can avoid Sprite3D > follow the camera, I want to work with the Sprite3D to always look at > the camera, but when I forward and backward not follow, not that > happens, send the link > http://www.virtualworkcorporation.com/demotest/test/ > in my example do not know about the sprite. This is the constructor > of > my Sprite3D > > the object model is a Max3DS that after being loaded into the scene, > it's become a > ObjectContainer3D > > > sprite3D = new Sprite3D (person, 2,3.5,0, "center", .2); > sprite3D.x = wall.x; > sprite3D.y = wall.y; > sprite3D.z = wall.z - 50; > model.addSprite (sprite3D) > > > anyone know what happens, or I should do > > > Thanks for everything, and Thanks for your time. > > >
