different way of ratating the camera

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  1. #1

    Default different way of ratating the camera

    Hi,
    considering using the rotate command can give out odd resultts, I am trying a
    different way of rotating my camera. basically I want my camera to rotate just
    like how a camera rotates in a 3d application. I took a look at a different
    appreoach by looking at a behaviour script that the chromeLib uses. The
    chromeLib behaviour I am referring to is called rotating target camera. Now,
    from what I can see, its method is controled by the left and right arrow keys,
    and its calculation is done by using triginometry. In addition, the script only
    causes the camera to appear like it is rotating in the z direction. So I took
    its formulay and I thought I could switch the rotating axis from z to y so
    that the camera would rotate on the y axis. In other words, instead of this....

    on exitFrame me

    set x = (cos(pVar) * pDistance)
    set y = (sin(pVar) * pDistance)

    sprite(spriteNum).camera.transform.position = vector(x, y,
    pModel.worldPosition.z + pPlunge)
    sprite(spriteNum).camera.pointAt(pModel.worldPosit ion, vector(0,0,1))
    go to the frame

    end

    I did this....

    on exitFrame me

    set x = (cos(pVar) * pDistance)
    set z = (sin(pVar) * pDistance)

    sprite(spriteNum).camera.transform.position = vector(x,
    pModel.worldPosition.y, z)
    sprite(spriteNum).camera.pointAt(pModel.worldPosit ion, vector(0,1,0))
    go to the frame

    end


    however, when I did this, my camera just flew all over the place. So how could
    I get this to work so that the camera could appear like it is rotating off its
    y axis?

    Roofy Guest

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  3. #2

    Default Re: different way of ratating the camera

    >basically I want my camera to rotate just like how a camera rotates in a 3d application

    can you explain this a little bit more detailed?

    regards!
    hondo3000 Guest

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