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  1. dreinzy

    Transitioning between camera types

    There is something I'm completely missing here. If I take away all inertia and only switch between cameras without setting positions/targets/anything. I expect any change in one camera to have no effect on the other, but this is not the case. Looking around with one camera changes the other's position/direction. https://playground.babylonjs.com/#DF2CNN#2
  2. dreinzy

    Transitioning between camera types

    Using a UniversalCamera instead of a FreeCamera, then using SetTarget after switching partially fixes part 1, although the camera always seems to be facing the way I want it to initially, inertia seems to carry over. https://playground.babylonjs.com/#DF2CNN#1
  3. I would like to be able to switch between ArcRotateCamera and FreeCamera with as little motion as possible. I haven't been able to figure out: 1) How to get the FreeCamera to face the same direction as ArcRotate was when switching. 2) How to remove the 'spinning' effect when switching. You can 'coil' a camera up by rotating it several times and after switching, it 'uncoils' itself by rapidly spinning. I thought that for FreeCameras this number is stored in .rotation.y and .alpha for ArcRotateCameras, but limiting these to ┬▒Math.PI doesn't fix this issue. Don't really want to set inertia to 0 because I like inertia PLAYGROUND LINK