Rotating Camera, maintaining HUD

I'm spinning the camera freely and need to have several HUD items anchor themselves to the screen and not spin. I've seen discussions that use large overlay actors to "fake" a stationary HUD and some that only use simple math for rotating the hud 90 degrees at a time. But has anyone managed to create a freely rotating camera with multiple HUD elements that don't move?

I know there must be some math that calculates the distance/angle to a orbiting body, but have no idea how to reverse that into a GS rule.

Any help is appreciated.

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