if rotation 90 needs to be constant, I would first set car.rotationX =
90; then car.applyRotations()/;
then pass to the PathAnimator.
Internally the system assumes the objectSpace orientation was a choice
made by the dev
therefor no additional rotations other than y or z are affected if you
have set align to path to true
or if you have a lookat and a target.
note that if you need to change runtime like any other meshes, just
nest your mesh into a container
and pass the container to the animator, the mesh is then to be
affected in anyways you want.
That would be here for instance the car on a track that is allowed to
move/turn sidewards along the road freely
yet following the path.
Fabrice
like pa.time = pa.time+0.0001;
this means that if the position of the object is not altered (if in a
container and the container being the object3d)
if you allways do update with equal or increased time, the code will
never orientate otherway than ahead.
if the pivot of the object3d is altered or its objectspcae geometry,
you my get, at least in your perception, unespected rotations.
if you pass a lower one, you will reverse the fx.
Try trace your increases or pa.time values to see if they are logic
when the rotation takes place.
I'm off for 2 weeks at least, I hope this will help you a bit.
Fabrice