View Full Version : ready, AIM...
johnnyMac 11-15-2002, 03:44 PM alright. maybe this is easy. maybe i'm just sloooooow, but i need help.
i have a scene set up and i need to keep my sprited trees always pointing toward the camera but only rotating about the y-axis. using the aim constraint is causing them to rotate the entire image plane toward the camera.
i'm guessing that there is some way to make the aim constraint not effect the rotX and rotZ but it seems to be avoiding me. if someone can help that would be righteous.
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trevlb
11-15-2002, 04:50 PM
try setting up limits on the x and z rotation in the attribute editor
0 in the min, max for both worked for me
Waboflex
11-15-2002, 04:56 PM
Or, after making the aim constraint, select the Rotate X and Rotate Z channels in the chaneel box, right click -> Break Connections.
Wabo.
johnnyMac
11-15-2002, 06:25 PM
thanks for the help.
trevlb - well, it worked... kinda. if i limit the rotX and rotZ the image plane doesnt follow the camera exactly. so, only limiting the X works exactly how i want it to but the image flips upside down when i get 180 degrees around because it rotates around the z. it's hard to explain i guess. map an image to your plane and rotate around it in hardware texture mode and tell me if it works for you.
wabo - i dont think that you can break a connection after using the aim constraint. i tried. it popped up a window that said, "ha ha ha. you think you can fool me?!?!?"
johnnyMac
11-15-2002, 07:33 PM
... the image plane flips only when the camera is above the image plane. it must be trying to actually aim upward and does something funky in the process. anyway, if anyone has any other suggestions i'm all ears... not literally anyway.
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