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Roofy #1
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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hondo3000 #2
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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