In my (3D) scene, I have a sprite inside a 3D Transformation parent
patch.
I'd like to move and direct the transformation patch as a camera
towards the sprite, so the "camera" direction is parallel with sprite
normal and the sprite appears in the center of the viewer ("look at"
the sprite)
Things would be easy if I could manipulate the 3d transformation as
some "camera object". Then, it would be sufficient to move it to the
correct position and set the same rotation angles as the sprite has.
However, 3D Transformation patch doesn't appear to be working this
way, since its input ports specify desired 3D space transformation
instead of camera object position & rotation. I believe that these two
ways are actually inverse to each other. However, I wasn't able to
come up with a way to compute the correct angles for the
transformation patch to work as desired.
I'm looking for a way to transform "camera object" position (x,y,z)
and rotation (rx,ry,rz) to corresponding 3D Transformation patch input
port values.
Thanks,
Miso
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