Quote: I had assumed that this could be accomplished using 'normals' and local axis for pan/tilt calls but am unsure on how to approach in this direction or indeed, if this is actually possible.
Has anyone a n example to share please?
My example is two years old so it does not use quaternions or c-lite. It works on curved surfaces at any angle in every position. I do think quaternions are a more elequent solution and perhaps the best way to do this however.
Frazzle seems to just about have it figured out (Good Work!), although his solution is different than mine.
Currently I am working on and off on a racing game that uses what I call "gravity leveling" technology. The tracks twist 360 degrees, double back on theirselves upside down and loop also.