L B Posted September 10, 2010 Share Posted September 10, 2010 If b.Position.Y is higher than a.Position.Y, the orientation of a becomes the opposite (±180) from what it is supposed to be pointing. What am I doing wrong? Is this normal behaviour? Quote Link to comment Share on other sites More sharing options...
AndyGFX Posted September 11, 2010 Share Posted September 11, 2010 When you want create effect which looks like "LookAt", use align to forward direction [Z axis] - PointEntity(a, b, 3,1,0) Quote [HW] C2D Q6600, 4GB RAM, NV8800GTX, Vista Ultimate x64 [sW] Blide Plus, BlitzMax, Delphi, C++, 3DWS 5.53, Leadwerks 2.xx Link to comment Share on other sites More sharing options...
L B Posted September 11, 2010 Author Share Posted September 11, 2010 I actually found the problem. It's in the documentation. Apparently, 2 is for the Z axis, not the Y one. I found out using 0 works perfectly, although it isn't even a documented axis. Bug report here Josh? Quote Link to comment Share on other sites More sharing options...
macklebee Posted September 11, 2010 Share Posted September 11, 2010 I am seeing PointEntity work just like described in the wiki for models and meshes... but for mesh primitives, like CreateCube(), and phy bodies, it doesn't seem to matter which axis you use in the PointEntity command; it always gives the same final rotation. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
macklebee Posted September 12, 2010 Share Posted September 12, 2010 Actually PointEntity() is all messed up... doesn't work correctly for models, meshes, primitive meshes, primitive phybodies... there is definitely something wrong with the command... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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