Hi, I was wondering how do these camera matricies work? How would you form an appropriate matrix from the Yaw, pitch and roll?
Posted on 2003-02-27 21:02:18 by x86asm
rotate the camera around its current position along one of the co-ordinate axis by the rotation matrix.

e.g., to do a pitch,



multiplied by
Posted on 2003-02-27 21:18:37 by jademtech
You can indeed create a PitchYawRoll matrix using the appropriate D3D function.
I go further and define the Camera as an object.
I can have multiple cameras, and I can apply physics to the cameras too.
They don't have any geometry, just position and velocity.
In my case I wanted more control of the view.
I wanted to be able to import camera animations from Maya, plus be able to have cameras animated by weighting attributes.
Posted on 2003-03-03 00:25:38 by Homer