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プラダ アウトレット Rotate the camera around the model in XN

Rotate the camera プラダ アウトレット around the model in XNA

One thing you can do is to position your プラダ 公式 camera such that the mounting point is 0, 0 relative to the camera. So a camera position of (0, 100, 50) ディーゼル 時計 レディース would be up by 100 and back by 50 from the model you want it to follow.

From there, apply the rotation matrix for the model on the camera's position, this will rotate the offset to the proper position given the rotation of the model. From here simply add the model's Position to ニューバランス 1300 the camera's and voila, you have the correct new position!

Now your camera is positioned properly, but your camera is still pointing in the same direction it was before. From here you can either set the LookAt to some position based on the model's world position or rotate your LookAt in a similar fashion ニューバランス スニーカー to the method used on the camera's position.

Make sure when you rotate your camera's Position or ニューバランス 店舗 LookAt that it is based on a variable separate from the one you will use to construct your assorted camera matrices. コンバース ジャックパーセル If you only store the current value for the position you are at, and you say to rotate 90 degrees, it ディーゼル ネックレス can continue to spin every frame! You can still change these starting values for camera effects, just make sure that they are relative changes (such as +y to make the camera go up or +x to view over the right side of your mounted model) 相关的主题文章: