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.
>
>
>

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