Quaternion , Matrix 3d animation

Software: Away3D 4.x

bardo, Member
Posted: 06 March 2012 03:07 PM   Total Posts: 79

Hi all ... i have a lot of object on the scene , with different positions and orientations.

I’d like to tween them to face the camera .... which is the best technique to accomplish it?

I’m looking at Matrix3d.interpolate ( called at each Enterframe event) , cause the use of a tween engine seems to lock evertything ... is the better way?

And ... how to use the slerp of quaternions? (same problem .... it seems twenning i for all object make the fps drastically drop!)

Thanks!

   

Gary At Buynary, Newbie
Posted: 26 November 2013 12:28 PM   Total Posts: 4   [ # 1 ]

Hi Bardo

Did you ever manage to get the Matrix3D.interpolate working?

I am currently looking at the same solution for tweening the camera position and rotation (lookAt).

I imagine another method to use with this is the Matrix3DUtils.lookAt. This will provide the destination Matrix3D when provided with a position and lookAt Vector3D.

Please let me know if you had any success.

   

Avatar
SharpEdge, Member
Posted: 28 November 2013 08:46 AM   Total Posts: 94   [ # 2 ]

have you tried to use lookat controller?

   

Gary At Buynary, Newbie
Posted: 28 November 2013 09:26 AM   Total Posts: 4   [ # 3 ]

Hi SharpEdge

Thank you for the reply.

I specifically want to tween the camera so that we can smoothen the animation.

The LookAtController does not have neither a starting position and lookAt nor any way of easing the transition.

At the moment we update a position and lookAt Vector per frame with works perfectly, but to interpolate the camera’s transform from one Matrix3D to the another seemed like a simpler method.

   
   

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