Ok. I got it. I guess I'm not too old for this stuff yet. Thanks
to your replies today I finally got on the right track to getting
this.

http://www.vicware.com/flyover/FlyOver03.html

So let me see if I understand this:
 When you have a mesh and you put it in an ObjectContainer3D, the
ObjectContainer3D is not the mesh, but rather a controlling reference
for the
mesh. So if you rotate the mesh directly - it appears on the screen
within
the ObjectContainer3D xyz. That's what I was doing wrong, I was
putting the
satellite mesh into the ObjectContainer3D and then rotating the
ObjectContainer3D
instead of the mesh contained in the ObjectContainer3D.

One thing - I noticed the xyz of the mesh and xyz of the
ObjectContainer3D are
not relating to the same xyz. I think I read in other posts that is
correct.

Thanks so much - you guys are great, and I think away3d is the only
game in town that is yielding me reliable results so far (F10).

The last challenge I have to figure out is putting running
video(i.e.flv) on computer
monitors in the scene. Can you point me to any useful posts for this?

Vic





On Apr 3, 5:54 pm, Vic <[email protected]> wrote:
> Yes, it's rotating on the Y axis, except not on its own Y axis.
> Otherwise it would continue to rotate cleanly when
> pitched 25 degrees down. At least, that's what common sense
> tells me.
>
> I'll put another night into this. I haven't been doing 3d the last
> couple years
> and it's possible I'm not explaining this correctly.
>
> You should know I derived the code to load a 3ds file and parse
> through the models
> using your loop in Frustum Room example (Which was the perfect example
> for my
> experience - it took me just a day to generally understand what was
> going on).
> As it goes through the initObjects() loop, I set up and position each
> model.
> It seems from Jerome's replies that I haven't quite comprehended what
> is contained in
> what, and how local and global axis' interact in away3d. If I change
> the global axis for
> the whole scene in order to get the satellite's attitude right, then
> all the other models
> will be screwed up. So what containers can contain I'm still learning.
>
> Thank you very much guys for your time. I'll work on it and let you
> know.
>
> Vic
>
> On Apr 3, 5:22 pm, Fabrice3D <[email protected]> wrote:
>
> > looks like your model has already some rotations applied in its own object 
> > space.
>
> > Fabrice
>
> > On Apr 3, 2010, at 9:19 PM, Vic wrote:
>
> > > Jerome -
>
> > > Thanks so much for your response. The thing is, as I explained in my
> > > post, I went
> > > through all your suggestions already, and my problem isn't with
> > > getting other
> > > models to orbit another.
>
> > > If you go to the link in my post above, I have that satellite rolling
> > > on its Y axis, but
> > > I have it also pitching down 25 degrees. The satellite should just
> > > rotate on it's own Y axis no matter how I pitch the model, but instead
> > > its
> > > wobbling (precession) because it's spinning around the scene's global
> > > Y axis instead
> > > of the satellite's local Y axis.
>
> > > I've tried many things you suggested plus more, as I explained in my
> > > post, But no
> > > matter what I do I can't get the satellite to rotate around it's own
> > > local Y axis.
> > > I thought for sure putting the satellite into it's own
> > > ObjectContainer3D would make
> > > a difference, but it doesn't, or I'm missing something.
>
> > > Do you have any other ideas?
>
> > > Thanks for your time -
>
> > > Vic
>
> > > On Apr 3, 1:29 pm, elguapoloco <[email protected]>
> > > wrote:
> > >> Hi,
>
> > >> There are a few ways to set that up: First look at pitch(), yaw() and
> > >> roll() that rotate objects along their x, y and z axis. If that
> > >> doesn't work you can use an ObjectContainer3D to get better control on
> > >> things! To easily setup an orbiting object and have it rotate around
> > >> the center (like the earth) and it's local axis:
>
> > >> satContainer = new ObjectContainer3D();
> > >> addChild(satContainer);
>
> > >> satOne = new SatOne();
> > >> satContainer.addChild(satOne);
>
> > >> // Now lets say I want to rotate my satellite along the x axis:
> > >> satOne.x = orbitDistance;
>
> > >> // on render, tick, enterFrame...
> > >> // animate the rotation of the satellite around the x axis:
> > >> satOne.roll(.5);
> > >> // Animate the satellite container along the y axis to orbit around
> > >> the earth:
> > >> satContainer.yaw(.5);
>
> > >> ath
>
> > >> Jerome.
>
> > > --
> > > To unsubscribe, reply using "remove me" as the subject.

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