Does your coaster cart actually exist and move on the track, or is it just a
camera?

-Pete

On Tue, Nov 23, 2010 at 7:59 PM, Swingpants <[email protected]> wrote:

>
> I've been wrestling with this for a couple of days and am failing to
> get my desired behaviour.
>
> How best to explain?...
>
> I have a roller-coaster track with full 360 loops and 360 twists.
>
> I want to have POV camera tracking and over the shoulder (obviously
> not at the same time).
>
> I can put my camera in position, and have been trying to use  a lookAt
> position to keep the camera trained in the right direction. (I've
> played with TargetCamera3D as well as hand-cranking Camera3D). The
> problem is getting the camera to be at the correct rotation.
>
> I've tried to raise the camera slightly from the track, work out the
> normal from the camera to the track and then use this vector
> (normalised) as the upAxis (I've tested inverted too) but I am still
> getting wacky variations.
>
> Can somebody sanity check my logic here? Is this a workable approach?
> Am I using the lookAt upAxis in the correct way here?
>
> The other issue I'm having is rotational flipping with the camera. I
> understand I can defeat this with inverting the axis when using an
> upAxis with a simple construct - but when I am trying to use complex
> up axes how do I cope with flipping then?
>
> I'm working in Away3DLite for the juice - so I haven't got immediate
> access to extra cameras that may help.
>



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