Hi there, I am trying to setup my lookAt as follow: -- VirtualUniverse universeVU = new VirtualUniverse(); //etc etc Transform3D T3D = new Transform3D(); translate.set( 0.0f, 0.0f, 0.0f); T3D.setTranslation(translate); //#1 cameraTG.setTransform(T3D);
T3D.lookAt(new Point3d(0.0,0.0,-3.0), new Point3d(73.0,409.0,0.0 ), new Vector3d(0.0,1.0,0.0 )); T3D.invert(); //#2 cameraTG.setTransform(T3D); KeyNavigatorBehavior keyNavBeh=new KeyNavigatorBehavior(cameraTG); vpTrans.addChild(keyNavBeh); cameraTG.addChild(viewPlatform); // attach a BG with a 3D shape that follows my view cameraTG.addChild(attachAvatar()); vpTrans.addChild(cameraTG); vpRoot.addChild(vpTrans); BranchGroup sceneRoot = createSceneGraph(mainCanvas); -- If I use only the #1 without the #2, my lookAt doesn't take any effect but my view is right above the ground in the expected position. If I use the #1 and #2, the lookAt takes effect but my camera looks as I have done a double rotation on it: first 90'degrees in the Z followed by a 180'degrees in Y. Some hints !? I don't know if it is something related with the identity matrix, e.g. in Opengl there is a glLoadIdentity method, that you need to call before to use the lookAt method, but in Java3D I haven't saw any related method. Thnx in advance....§:0). Thomas _________________________________________________________________ Downloaden Sie MSN Explorer kostenlos unter http://explorer.msn.de/intl.asp =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".