Also if you need to update your camera you could use a SpringCam to follow the plane
or do it yourself 1- copy the plane's transform to the camera's (it will be where the plane is and have its rotations): camera.transform.matrix3D = plane.transform.matrix3D.clone(); 2 - offset it's position to be behind the plane so you can see the model (if needed): camera.transform.matrix3D.prependTranslation(0, offsetY, offsetZ); 3 - offset rotation to look either above or below the plane as wanted: camera.transform.matrix3D.prependRotation( rotationOffset, Vector3D.X_AXIS ); The code above was taken or inspired by the SpingCam, but I used it for an Away3D Lite project. Cheers, J. On Jun 12, 11:04 pm, Choons <[email protected]> wrote: > I'm a little confused by the pitch, roll, yaw system and the values I > get back tracing rotationX Z and Y. I've got an Object3DContainer with > an airplane model in it. The container is aligned with the global axis > system. I'm constraining it to only roll (rotation around local z > axis) in a counter-clockwise direction. I'm monitoring the rotationZ > property of the container. > > The rotationZ values go 0 -> +90 then -90 -> 0 then 0 -> +90 then -90 -> 0 > for a full rotation when using roll on the container. In contrast, > > if I set the rotationZ value directly I get > 0 -> 360 for a full rotation. Since local and global axes are aligned > I'm wondering why there is a difference. The values I get when using > roll are a pain in the ass because it's ambiguous- I get the same > value twice on each rotation. > > I want to use roll because I can pair it with pitch to make the > airplane do a very natural banked turn, but need to monitor global > rotation for my camera. Is there a setting that forces a 360 degree > system on the roll method?
