- This topic has 12 replies, 4 voices, and was last updated 4 years, 6 months ago by jaspixel.
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2020-05-31 at 12:26 pm #28269jaspixelCustomer
Hi,
Hoping this is my last question for now (as am sure you are :).I have nearly finished this demo I have put together and if I can up-sell it to my client I will be ready to buy a freelance license.
I’m just trying to find a way to stop the tween camera animation process which switches between multiple camera positions, when I click anywhere on the screen or on any object/button.
I have tried adding stop animation on click event, but with no success.
I also saw on the forums in other discussions that setting the camera in my blender scene to be parented to the target objects for each cameras key position may or may not be necessary? I am unsure which to do for this scenario.
Please see screen grab attached.
Many thanks,
Jas :)
2020-06-01 at 12:43 pm #28290Yuri KovelenovStaff2020-06-01 at 2:24 pm #28291jaspixelCustomerThanks Yuri, but not sure I understand how to implement what you describe
If, as you suggest, I use another camera to jump to when I want to stop the camera tween process from running to multiple camera positions, which puzzles should I use to break the cycle and jump to the new camera please?
I was looking for a way to assign an id to the tween camera puzzle setup, then I could use the stop or pause animation puzzle to halt it, but not obvious how I would do that if it could be an easier method?
Also, would be great in future version of verge to be able to type search at the top of the puzzle list to find puzzle options/solutions quicker, but also help find puzzles we may not easily find or know about without trawling through the whole list looking for inspiration of the next puzzle to try. Good for newbies like me at least I believe.
Many thanks again,
Jas
2020-06-03 at 4:58 pm #28354jaspixelCustomerHi Yuri,
Apologies to bug you on this, but wondered if I am close with this solution please.
See screen grab of the puzzle I think will solve my issues above if I can just finish it off.
If I use the event “when clicked” I can set the “if missed” option to stop the multiple camera tweening.
However, I cannot work out how to assign an html button id named “play-world” in my html file and turn it into an object that I can slot into the “when clicked” puzzle at the top.
You can see the html puzzles I have had a play with (attached), but no combination seems to make the “when clicked” command work when I click on the html button in the viewer.
I tried using the other Html “on event of ‘click'”, but it does not have the “if” missed option, because there is no “if missed option” like the Event “when clicked” option. Unless there is a workaround for this too?
Any suggestion how I can make my html id into an object recognised in the “when clicked” and I think I am there.
Many thanks,
Jas
2020-06-04 at 6:26 am #28367Mikhail LuzyaninStaffYou need to use only Html when clicked puzzles with HTML buttons not a simple when click puzzle, because it works only with meshs on the scene not with HTML elements. To create an action for missed click you just simply can create a When Click event on main container or body and put all missed actions there.
Co-founder and lead graphics specialist at Soft8Soft.
2020-06-04 at 9:19 am #28371jaspixelCustomerAh, ok thanks for the tip Mikhail.
Is there an equivalent for the “if missed” puzzle I can create with the HTML “on event of” option please.
I just need to stop the camera moving when the user clicks anywhere else on the screen than the html button.
Many thanks,
Jas
2020-06-04 at 9:41 am #28372Mikhail LuzyaninStaffIs there an equivalent for the “if missed” puzzle I can create with the HTML “on event of” option please.
No. As I said before you need just to create a Event on Click on Body or Document element this will work when you miss and html button.
Co-founder and lead graphics specialist at Soft8Soft.
2020-06-04 at 9:49 am #28373jaspixelCustomerOk, I’ve got it now, thanks.
Here is how to do it if any use to anyone else in future.
Thanks again.
Jas
2020-06-04 at 12:44 pm #28384jaspixelCustomerHmm, I spoke too soon, my last post idea almost works. Just realised the camera tweens only jump between the first and second camera tweens. Shame, because all other functions work as expected. It never goes to the 3rd, 4th or 5th camera in the list within the timer.
Will try and figure a way with the On event on click with body as you suggest.
2020-06-04 at 2:09 pm #28386jaspixelCustomerOk, so I tried the on event method with body and document and while I can get it to jump to another camera, it always reverts back to the multiple tweening cameras which continue jumping to one after the other on a loop.
Using animation stop and pause also have no effect on the multiple camera tweens, whether I place them in a procedure or not.
I just don’t understand why, when using the timer puzzle with multiple tween camera puzzles, it only plays between the first two cameras? If the timer puzzle played the whole list, then the problem would be solved easily.
Am I missing something (apart from a useful brain ) as to why the timer doesn’t allow multiple tween cameras please as shown in my previous screen grab?
Many thanks again, I’m starting to feel like a pain, but am so close to finishing this now I promise
Jas
2020-06-05 at 5:29 am #28409Mikhail LuzyaninStaffRemoveing timer doesn’t mean removing action that he run. You need to add a viriable that will be changed from tru to false on click on body and document and before each tween starts you need to add a check of thet viriable is it true or false in if yes it’s tru then run if not then do nothing. That can help to stop the camera movement.
Co-founder and lead graphics specialist at Soft8Soft.
2020-06-07 at 4:11 am #28478GLiFTeKCustomerWhen doing debugging/dev in the 3D scene, I always have a “cut” key, where a make change to camera based off an HTML puzzle “on key” input and make it so if I hit num pad “-” , it switches to a free orbital camera.
You can do this with what you’re talking about with using the “HTML on event ” puzzle.
Also, I’m pretty sure you’re talking about my post about animating cameras.
If you’re not completely knowledgeable about the details of how most things work here yet…
I’d suggest you animate your camera movement in your 3d package, then you have access to its frames.
When you do that, you can just have a constant IF puzzle that contains your playing the camera animation when a variable is true and have it stop and go to your other camera when a variable is false.
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plz share Discord link & on your signature!2020-06-09 at 4:35 pm #28587jaspixelCustomerThanks Mikhail,
Using the variables was the missing part of the jigsaw (or puzzle :) ) for me.
Appreciate your solution suggestion too Gliftek, thank you. I have other animation elements going on, so would have been fiddly too.
I have attached a screen grab of my puzzles to help anyone else in the future.
Many thanks for all your help.
Have sent my demo to the client, so lets hope he likes the idea now after all this work
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