Camera child of a moving group, rotation matrix wrong #498
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DennisSmolek
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I have a camera rig object that follows other objects.
A common one would be a character controller.
As the character moves, multiple child
Object3D
's follow it.I put cameras into these groups, making them automatically follow and move along with the character object.
When I want the camera to be controllable, i pass it to CameraControls with:
this.cameraControls.camera = this.activeCamera
To keep the camera pointed the right way, every frame I update the target of CameraControls to the position of the character.
This works great!
Until I try to rotate the camera...
Because the camera is in a local-space, the transform matrix when rotating is TOTALLY off. rotating also dollys, and when dollying, it rotates.
When I move the camera into world-space, the movement works as expected.
Is there a flag to let camera-controls know it's in a local space?
Is there a property (like focal point) that I need to adjust to compensate for the local space transform?
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