Oleg: The way I did it was to implement a QVariantAnimation-derived class that stores the QCamera's start &end positions, view centres, and up vectors. Then I just set the easing curve & the duration I want and call start(). Works great for my use case.
I haven't looked at the new Qt3D animation stuff, but I think its more geared towards animated models, not moving the camera? (In another case I use QPropertyAnimation directly to animate some arrow drawing in my scene which also works great and is easy to set up.) --- Andy Maloney // https://asmaloney.com twitter ~ @asmaloney <https://twitter.com/asmaloney> On Sat, May 6, 2017 at 1:46 PM, Oleg Evseev <ev.m...@gmail.com> wrote: > Hi, > > I'm looking for solution to get smooth orbit camera in qt3d. That is for > example when I need to change angle of observe it doesn't translate camera > immediately, but with some delay, just like in games: when vehicle turn > camera follow it with delay. > > Does it make sense to use newest Qt3D animation framework (not yet > immersed in the study how to use it), or it would be overkill for that task > and it would be better to write special camera controller based on > QOrbitCameraController with custom logic for frameAction onTriggered > handling? > > Maybe there are some relative examples with ready-to-use math? Will be > much appreciate for links. > > Thanks for advices! > > -- > With best regards, Oleg. > > _______________________________________________ > Interest mailing list > Interest@qt-project.org > http://lists.qt-project.org/mailman/listinfo/interest > >
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