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. > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
