[Papervision3D] rotationX/Y/Z same as tilt, pan, roll?
John Grden
neoriley at gmail.com
Mon Jan 1 12:34:20 EST 2007
very cool, thanks Carlos
I'm using rotationXYZ now so that won't affect my code ;)
That axis is actually a simple box I created in 3DS and textured with simple
arrows using a PNG with alpha ;) its a double sided texture and sits in
it's own scene inside of its own flex canvas (hence why it stays in place as
you resize the stage) - I love working with Flex2 :)
On 1/1/07, Carlos Ulloa <c4rl054321 at gmail.com> wrote:
>
> It's looking very nice indeed. I love the way the pointer changes when
> rotating. And the axis looks great.
>
> Just found that pan, tilt and roll are not working at all (they are just
> the rotations), I'm working to fix this.
>
> Just commited a new revision with a revised DisplayObject3D:
>
> 1. New functions moveForward, moveBackward, moveRight, moveLeft, moveUp &
> moveDown
> 2. pan, tilt & roll temporarily disabled.
>
> Cheers,
>
> C4RL05
> // noventaynueve.com
> // papervision3d.org
>
>
>
> On 31/12/06, John Grden <neoriley at gmail.com> wrote:
>
> > Hey Carlos, I've uploaded the latest version of Model Viewer and hoped
> > you'd take a look:
> >
> > http://www.rockonFlash.com/demos/pv3d/modelViewer/PV3DModelViewer.zip
> >
> > After looking at Maya and 3DS at how they deal with the perspective
> > rotations, I realized that it's not relative axis to the model, but to the
> > scene. I was doing rotationX/Y/Z until today when I switched to the new
> > methods. Then, I tested 3DS and Maya, realized it was the old way, put it
> > back and there was no change. It seems that rotationX/Y/Z are acting just
> > like tilt/pan/roll - relative to the model.
> >
> > Also, I added the sized grid that matches 3D studio Maxes perspective
> > grid in size. Depending on the Y rotation, either the model or that new
> > plane will be on top of eachother rather than intersecting. I think I know
> > why, but thought I should bring it up and see what people say.
> >
> > when you try this new version, OUTSIDE the circle will roll/rotationZ -
> > INSIDE will rotate x/y as usual
> >
> > --
> > [ JPG ]
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> >
> >
> >
>
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>
--
[ JPG ]
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