Here's a long answer to all your questions:

> 1. would it be the same as using a targetCamera and just rotating the
> object,

This would only look the same if there is only one object on the
scene. If there are other objects, they'd obviously stand still while
the other rotated :)

> 2. when it comes to tweening the movement of a hoverCamera, you can
> move it and the target but once it has been tweened (using Tweener)
> moving it around seems to still revolve around 0,0,0. How do i make it
> revolve around the new target and not the origin.

Just set it to follow a cube or something:
myHoverCam.target = cubeToFollow;

Once the target is set, the camera will stick to this target. You can
tween this cube just as you like and the camera will always point at
it. When you are done setting up the camera movement, you can just set
visible=false; on the Cube.

> 3. I want to move the camera into my object and then look around my
> object, in a similar style to the hoverCamera. then when I am done
> move my camera back out and look at the rest of the scene. Is the only
> way to do this to use Awaybuilder and Maya to setup a scene with
> multiple cameras? or can I setup paths use the Path tool and then use
> the PathAnimator??

Just set the property bothsides = true for your sphere/cube/model and
you can see the object from both the inside and the outside.

> the only thing with the path animator, is will it look jerky ie camera
> jumping to a fixed point and then animating??

You may want to look into the SpringCam. This is perfect for a 'chase'-
scenario.

> could someone confirm / clarify:
> hoverCamera orbits around origin

Initially, yes but you can set it to target any other object. This is
also true for the TargetCam since the HoverCam inherits from that one.

> position of hoverCamera is set by polar coords, (ie distance,
> tiltangle, panangle);

No. HoverCam position is set by x, y and z coordinates as all other
objects, but keep in mind that itt will always point at it's target.

> targetCamera looks at "target" set by camera.target(50,50,50);

No. The target is any object that inherits from Object3D (pretty much
anything such as models, cameras, primitives...)

> position of targetCamera is set by normal cartesian coords. (ie
> x,y,z);

No. Everything in Away3D is set using the standard coordinate system
(that you learned back in school) where a positive y will be upwards
(as opposed to Flash/cartesian). I've written a tutorial that explains
this as well as a handy rule of thumb that will let you use your hand
as a guide to understanding 3D coordinates:
http://www.flashmagazine.com/Tutorials/detail/away3d_basics_4_-_manipulating_3d_objects/

> if tweening the different cameras what properties are relevant to each
> camera
> tilt, pan etc are only for hover, but what about targetCamera??

For the TargetCam you'll want to move both the camera body (think
about a standard camera) and what it is targeting, so x,y,z for both
the camera itself and the target. For the HoverCamera you'll set the
target, distance and targetpan and targettilt. Setting tilt/pan will
move the camera directly and not hover it at all.

> > the floor is open..

I'd recommend that you browse through the Away3D tutorials I've
written. Most of your questions are answered there:
http://www.flashmagazine.com/Tutorials/category/away3d/

Best of luck!

J

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