JCPalmer Posted November 23, 2016 Share Posted November 23, 2016 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; Quote Link to comment Share on other sites More sharing options...
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