Ehi thank you,
In the end I solved it myself using this piece of code:

camera = new TargetCamera3D({target: board});
        camera.lens = new OrthogonalLens();
        camera.focus = 10;
        camera.zoom = 100;
        camera.y = 1000;
        camera.pitch(90);

The orthogonal lense is there 'cause I needed to move objects and see
their position without perspective.
I needed this camera just to do this so if it's not good coding
matters little =)

Thank you again ;)

On 15 Nov, 09:04, Darcey Lloyd <[email protected]> wrote:
> *Article with TargetCamera3D targeting mouse selected 
> object:*http://www.allforthecode.co.uk/aftc/forum/user/modules/forum/article....
>
> *Article with TargetCamera3D following mouse selected 
> object:*http://www.allforthecode.co.uk/aftc/forum/user/modules/forum/article....
>
> So between those two articles you have TargetCamera3D targeting and
> positioning.
>
> From the top of my head I would write something like this and then adjust...
>
> // Away3D setup etc
> camera = TargetCamera3D();
>
> sphere = new Sphere();
> //sphere position bottom at y 0
> sphere.x = 0;
> sphere.y = 0;
> sphere.z = 0;
> scene.addChild(sphere);
>
> // Camera position top at y 1000
> camera.x = 0;
> camera.y = 1000;
> camera.z = 0;
>
> // Targeting
> camera.target = sphere;
> //or
> camera.lookat = new Vector3D(0,0,0);
>
> // Rotations
> camera.rotationX = 0;
> camera.rotationY = 0;
> camera.rotationZ = 0;
>
> On 15 November 2010 01:41, Hjupter Cerrud <[email protected]> wrote:
>
>
>
> > Do you want something like this?
> >http://www.veritasdigitalstudios.com/Nintendo/dice/06/im using this
> > camera code
>
> > camera = new HoverCamera3D();
> > camera.distance = 200
> > camera.panAngle = 0;
> > camera.tiltAngle = 89; <---- try with this, i used 89 cuz on 90 does not
> > show anything
>
> > Sorry for my english :P
>
> > On Sun, Nov 14, 2010 at 5:56 PM, Miroku <[email protected]> wrote:
>
> >> No one can help me?
>
> >> On 8 Nov, 19:13, Miroku <[email protected]> wrote:
> >> > Hi everyone,
> >> > I have this little piece of code:
>
> >> > board = new Board(1500,20,1500); //extends Cube
> >> > camera = new TargetCamera3D({target: board});
> >> > camera.focus = 10;
> >> > camera.zoom = 100;
> >> > camera.z = -1500;
> >> > camera.y = 500;
>
> >> > away.view.scene.addChild(board); //away it's my UIComponent
> >> > away.view.camera = camera;
>
> >> > and I get this render:http://dl.dropbox.com/u/4064417/away3dboard.png
>
> >> > When the code is like this:
>
> >> > board = new Board(1500,20,1500); //extends Cube
> >> > camera = new TargetCamera3D({target: board});
> >> > camera.focus = 10;
> >> > camera.zoom = 100;
> >> > camera.z = 0;
> >> > camera.y = 500;
>
> >> > away.view.scene.addChild(board); //away it's my UIComponent
> >> > away.view.camera = camera;
>
> >> > I get this render:http://dl.dropbox.com/u/4064417/away3dtop.png
>
> >> > Instead, when it's like this:
>
> >> > board = new Board(1500,20,1500); //extends Cube
> >> > camera = new TargetCamera3D({target: board});
> >> > camera.focus = 10;
> >> > camera.zoom = 100;
> >> > camera.z = 0;
> >> > camera.y = 10;
>
> >> > away.view.scene.addChild(board); //away it's my UIComponent
> >> > away.view.camera = camera;
>
> >> > I get this:http://dl.dropbox.com/u/4064417/away3dtop2.jpg
>
> >> > Why this behaviour? It seems that the camera does not rotate itself to
> >> > look at the target object....
> >> > How can I solve it?

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