My application’s rotation behavior doesn’t match the desired behavior. How can I implement rotation so it works in the same way as that example?
Something like this?
yooooooooo bro, thankssssssss a lot ![]()
Hi, I’ve integrated it and achieved the desired behavior, but the problem is that I want to rotate the camera instead of the object.
Behavior Observed:
The camera appears to orbit around a point in space, and as it moves:
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The object remains stationary in world space.
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The camera rotates around the object, maintaining focus.
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The view rotates as if the object is spinning, even though it’s the camera moving.
i think this behaviour is cool because you just make that effect without rotating, its very very cool
Seems, you’re looking for similar behaviour that I used here: R E T R O B O Y (Tetrahedral deconstruction) ![]()
The tetrahedron is stationary, but the back stuff copies camera’s quaternion. Thus, it looks like you rotate the object only.
In the existing video, the camera rotates, but visually it appears as if the object is rotating around its own axis. I want to replicate this visual behavior—but using camera rotation logic only. I don’t want to use any external libraries. I need help understanding and implementing this logic purely with custom code.
I’m truly confused at what you need. Maybe a diagram with trajectory of camera motion and vectors showing camera direction would help. My new guess is that you want a strabismic camera. Is this close:
I’ve spent two weeks trying to solve this problem, but I still haven’t found a working solution.
Imagine a scene with one or more static objects — these objects should not be rotated or moved directly. Instead, the goal is to achieve a camera control system where rotating the camera creates the visual effect that the object is spinning around its own axis. In reality, the object remains completely still — it’s the camera that rotates around it in a specific, controlled way to produce that illusion.
This behavior is exactly how camera rotation works in professional CAD systems like Onshape, SolidWorks, and similar tools. When you rotate the view, the selected object (or the point of interest) appears to rotate in place, even though only the camera is moving.
I’m trying to replicate this same intuitive and precise orbiting behavior using OrbitControls or a similar system in Three.js.
You could just put the object in a group (together with the coordinate system and all other objects in your scene). Then rotate the whole group - this will keep your object static in respect to the group, although it will rotate and pan on the screen.
thanks a lot ![]()
Can you suggest another solution? Rotating the group doesn’t work — I still get the same behavior as the standard OrbitControls
In your little example videos, what happens if you have 2 objects in the scene
We will get the same visual effect.
Any reference video for that case?
Here are examples from SolidWorks and Onshape, which are both CAD (Computer-Aided Design) systems
you can use and see what happens
Motion is relative. If you move the whole scene (or a group, as I mentioned earlier), all objects in the scene (or the group) will be stationary. Here is a demo of bouncing balls that have no idea that their whole world has been rotated and moved.
Also, you may always make your own navigation, just capture the pointer motion and modify the camera the way you want.