User Guide
386 Chapter 16: Working with Models and Model Resources
Cameras
Cameras act as view ports into the 3D world. By default, a newly added camera’s view is
positioned at the world’s origin, the vector (0,0,0), and looks down the negative z-axis. Changing
a camera’s
transform property affects the camera’s position and orientation. When a 3D sprite is
created from a 3D cast member, the sprite uses one of the cast member’s cameras. Changing the
camera that the sprite is using changes what’s seen in the sprite.
Cameras can also have overlays and backdrops. Overlays are 2D images drawn in front of the
camera’s lens. Backdrops are 2D images drawn behind the 3D scene. Backdrops provide a
background image for the scene regardless of which way the camera is pointing.
translate(x,y,z,
relativeTo)
Moves the light distance x along the x-axis, distance y along
the y-axis, and distance
z along the z-axis. The relativeTo
argument is optional and defaults to
#self.
This method can also be written as
translate
(vector(x,y,z) relativeTo)
Nothing
rotate(x,y,z,
relativeTo)
Rotates the light by x degrees around the x-axis, y degrees
around the y-axis, and z degrees around the z-axis.
The
relativeTo argument is optional and defaults to #self.
If included, it defines the coordinate space of the axes.
This method can also be written as rotate
(vector(x,y,z)
relativeTo)
Nothing
rotate (position,
axis, angle,
relativeTo)
Rotates the light around the axis vector in the specified
position the specified number of degrees. The
relativeTo
argument is optional and defaults to
#self.
Nothing
pointAt(world
Position, worldUp)
Points the node's "front" at the world position and then tries
to align the node's "up" with the worldUp specified, and that
the node's "front" and "up" are determined by the node's
pointAtOrientation property.
Both the object-relative axes are defined by the
pointAtOrientation property. Default values are an object-
relative forward direction of vector (
0, 0, -1) and an object-
relative up direction of vector (
0, 1, 0).
Nothing
getWorld
Transform()
Calculates and returns a transform that converts object-
relative positions for this light into world-relative positions.
A transform
object
Method Description Returns