Hi Phelim,
you have to set the Quat-values to look in a different direction. The
Quaternion concept itself is somehow difficult to understand, but you can
take a look at the mailing list archive. So long, here is a some code I
wrote some time ago (positions and quats are Vectors), hope it helps, Marco.

  protected void calcQuatsFromPositions()
  {
    Point3d eye    = new Point3d();
    Point3d center = new Point3d();
    Vector3d up    = new Vector3d(0.0, 1.0, 0.0);
    Transform3D looky = new Transform3D();
    Quat4f quat = new Quat4f();

    for(int i = 0, j = 1; j < positions.size(); ++i, ++j) {
      eye.set(((Point3f) positions.elementAt(i)).x, ((Point3f)
positions.elementAt(i)).y, ((Point3f) positions.elementAt(i)).z);
      center.set(((Point3f) positions.elementAt(j)).x, ((Point3f)
positions.elementAt(j)).y, ((Point3f) positions.elementAt(j)).z);
      looky.lookAt(eye, center, up);
      looky.invert();
      looky.get(quat);
      quats.addElement(new Quat4f(quat));
    }
    quats.addElement(new Quat4f(quat));
  }

----- Original Message -----
From: PK <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, March 01, 2000 12:56 PM
Subject: [JAVA3D] Where Camera points


> Hi,
>    I succesfully got the camera to move around a scene, using
>    RotPosScaleTCBSplinePathInterpolator. There's one small problem
however.
>    The camera moves around OK, but it allways points in the negative z
>    direction, i.e. - straight into the screen. What I want to do is the
>    following, as the camera moves from one point to another, it's view
>    points towards the next point, instead of straight ahead all the time.
>    Can anyone help me with this? I hope I've explained myself properly!
>
> Thanks,
>
> Regards,
>
> Phelim.
>
>
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