George :

 http://tinyurl.com/c2zh6  is a link to a model section
on Realsoft.info that has 1 or 2 'eye's look-at' built
into the model .

  Haven't tried them . Let us know if this helps solve
the problem .

studio
www.niagara.com/~studio
www.studiodynamics.net

> George Jenner wrote:
> >  I've studied that and Matthias' site and it still doesn't answer 
> > everything. 

> My goal was to have a camera slide through a scene with simple planes 
> with tree textures on it, with the the trees turning to stay facing the 
> camera(but only rotating on the vertical axis). The attached file has 
> one simple set up (Rect-1 always faces cam-1), and another setup with a 
> camera and its target mapped to separate curves (Rect-2 and Cam-2, slide 
> the animation time slider). The key for me was how to draw the axis for 
> the Look-at object. In this case, the axis needs to be drawn in a 
> vertical direction. The relationship of the axis you draw with the plane 
> defines the angle relationship between them forever. You might consider 
> making a construction line first to trace. I started by going into a 
> front view creating a  vertical plane centered on the origin (for the 
> tree). While it's still selected, click the Look-at button on the 
> construction tab. Now you're prompted to draw an axis. Go to the side 
> view and draw it some distance away from the plane in the upward y 
> direction. Now you can select this Look-at object and go the Spec tab 
> and deselect Pitching and Banking. Now try moving the Look-at object 
> around and watch the plane turn to face it. Try moving it up, and see 
> that the plane doesn't tilt up or spin. Play with the Pitching and 
> Banking settings to see how it affects the plane's behavior. Now you can 
> drop the Look-at obect in a camera, or in a level, and it will continue 
> to work. The Look-at object should be moved to the camera position 
> point, as well as placed inside the camera in the select window so it 
> stay with the camera. If you want to change the camera you want the 
> planes to face, drag the  Look-atobject in the select window from one 
> camera to another, and move the Look-at object to the new camera in the 
> view window. It is also possible to set up several Look-at relationships 
> initially, then drop the different Look-ats to different cameras, and 
> simply turn off the Look-at's "Construction enabled" on the Spec tab for 
> the cameras that are not your current camera. If you need a WHOLE BUNCH 
> of trees to follow the camera, stack them all up on top of each other 
> and select them before mapping to the Look-at object.
> They can be instances, too!
> 
> Chris Mungenast
> 
> 
> 
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