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I added a helper function to work with perspective projection in FlxCamera that I think could be useful.
/**
* Helper function to change the camera's perpective.
*
* @param fiedOfView Specifies an angle, as a degree between 0 and 180, for the field of view in three dimensions.
* This value determines how strong the perspective transformation and distortion apply to a three-dimensional display object with a non-zero z-coordinate.
* @param rotationX Indicates the x-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container.
* Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range.
* @param rotationY Indicates the y-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container.
* Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range.
* @param rotationZ Indicates the z-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container.
* Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range.
*/
public function perspectiveProjection(fiedOfView:uint=90,rotationX:Number=-40,rotationY:Number=0,rotationZ:Number=0):void {
var perpective:PerspectiveProjection = new PerspectiveProjection;
perpective.fieldOfView = fiedOfView;
_flashSprite.rotationX = rotationX;
_flashSprite.rotationY = rotationY;
_flashSprite.rotationZ = rotationZ;
_flashSprite.transform.perspectiveProjection = perpective;
}