@Kaelthas Now that the blender loader creates CameraNodes, the default control direction is CameraToSpatial which is the wrong direction. This patch fixes it.
[patch]Index: src/blender/com/jme3/scene/plugins/blender/cameras/CameraHelper.java
===================================================================
— src/blender/com/jme3/scene/plugins/blender/cameras/CameraHelper.java (revision 9717)
+++ src/blender/com/jme3/scene/plugins/blender/cameras/CameraHelper.java (working copy)
@@ -3,6 +3,7 @@
import com.jme3.asset.BlenderKey.FeaturesToLoad;
import com.jme3.renderer.Camera;
import com.jme3.scene.CameraNode;
+import com.jme3.scene.control.CameraControl;
import com.jme3.scene.plugins.blender.AbstractBlenderHelper;
import com.jme3.scene.plugins.blender.BlenderContext;
import com.jme3.scene.plugins.blender.exceptions.BlenderFileException;
@@ -78,7 +79,7 @@
aspect = ((Number) structure.getFieldValue(“ortho_scale”)).floatValue();
}
camera.setFrustumPerspective(45, aspect, clipsta, clipend);
-
return new CameraNode(null, camera);<br />
-
return new CameraNode(null, new CameraControl(camera, CameraControl.ControlDirection.SpatialToCamera));<br />
}
/**
@@ -109,7 +110,7 @@
aspect = ((Number) structure.getFieldValue("ortho_scale")).floatValue();
}
camera.setFrustumPerspective(aspect, camera.getWidth() / camera.getHeight(), clipsta, clipend);
-
return new CameraNode(null, camera);<br />
-
return new CameraNode(null, new CameraControl(camera, CameraControl.ControlDirection.SpatialToCamera));<br />
}
@Override
[/patch]