Game Development Community

Defeated by yaw.

by Kevin Mitchell · in Torque 3D Professional · 07/05/2011 (5:26 am) · 3 replies

So i think the yaw's movement is handled in the mhead some how but every time i try ti manually change where the yaw will be, it works but then my cam or eye object starts spinning out of control. I'm using the PI clamp but it still freaks out. I also noticed that the yaws position is not angle based, or is it?

What I'm trying to do is pretty much look at the angle difference of 2 objects in the world and override the yaw movement to that angle. I have everything calculated. infact i can angle the character to always look at its target so i know the calculation is right i just cant figure out how to move the yaw to that degree/radians.

Anyone have any similar issues with Yaw?

#1
07/07/2011 (7:01 pm)
Do you mean yaw of the Player class? It should be contained in mRot; mHead is the head rotation, and its yaw value isn't used a lot (I think it's used for freelook). Have a look at getAIMove, it should contain the sort of logic you're looking for.
#2
07/08/2011 (12:44 am)
Leave yaw and work with mRot.
I believe your camera is using yaw,thus changing this on the fly will reflect to its orientation at all.
#3
07/08/2011 (2:17 am)
Yea I finally got it the other day. I'mm planing on posting a resource maping out the variables and what they control as well. I'be been playing around a lot with players and i have a lot more to do as well.

Thanks guys.