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Camera Control
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[quote][b]joel-few-io[/b] wrote: I'm working on a project where I'm using a face tracking program. I've managed to get the live data from the tracker, and translate the rotational data of the face to rotational data of the camera, essentially rotating the camera based on the rotation of the user's face. This has worked fairly well for basically panning and tilt of a fixed camera. I am exploiting the "relativeRotationX" and "relativeRotationY" of the scene's active camera's first Animator. Strangely the camera's first Animator.Type object returns -1. What I'm after now is a way to add a AnimatorCameraModelViewer to the camera so that it only rotates a fixed radius around the Target. I have not been able to figure out how to add this animator to the scene's current active camera. I have tried the following: [code] // asume scene and engine are successfully loaded var activeCamera = scene.getActiveCamera(); console.log(activeCamera.Animators.length) // 1 var newAnimator = activeCamera.addAnimator(CL3D.AnimatorCameraModelViewer(activeCamera, engine)); // newAnimator is undefined newAnimator = CL3D.AnimatorCameraModelViewer(activeCamera, engine); //newAnimator is undefined console.log(activeCamera.Animators.length); // stll 1 console.log(activeCamera.Animators[0].Type); // still returns -1 [/code] And I notice no change to the scene camera in my scene.[/quote]
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