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Re: Sprites, Camera Rotations, and Images: aka Fake 3D

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clear menserRe: Sprites, Camera Rotations, and Images: aka Fake 3D
by on Feb 14, 2003 at 2:47:39 am

"Then you'd use vector math to calculate a 'direction to camera' value for each particle (I don't think the direction of the camera itself would matter?), and then pass that value on to the 'Sprite Num' attribute of the particle so that it would choose the appropriate image from the sequence."

Ah yes "vector math". Not to sound sarcastic, for none is intended, but I've gotten that far already. It's the "vector math" that's wrecking my maya buzz. What exactly is the conversion equation to get from the vector representing the angle from the sprite to the camera to the specific image in the sequence representing that particular group of angles? I don't know. Anyone here good with math AND understand euler roations??? Anyone know where I can find code doing somehting like this? Anyone know where I can get math or pseudo code representing the same trick in quicktime VR?
This seems to me to be a potentionally powerful technique. Anyone up to the challenge?

peace,
Clear



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