Jump to content

Search the Community

Showing results for tags 'lockettarget targetcamera'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. Was try to using locked target to keep my subject "in frame' rather than a corresponding animation to rotate camera (QI calls camera._getViewMatrix() for meshes that are locked on to cameras as they are moved). It is much more accurate. Problem is I want to discontinue at one point. When I do, camera jumps back to before. Want it to stay where I left off. Tried this, but not what I want: // unplug hero from sceneCamera var tmpScale = BABYLON.Vector3.Zero(); var tmpTrans = BABYLON.Vector3.Zero(); var tmpRotQ = new BABYLON.Quaternion(); sceneCamera._viewMatrix.decompose(tmpScale, tmpRotQ, tmpTrans); sceneCamera.rotation = tmpRotQ.toEulerAngles(); sceneCamera.lockedTarget = null;
×
×
  • Create New...