Tagged: Firstpersoncamera
- This topic has 6 replies, 4 voices, and was last updated 1 year, 7 months ago by Yuri Kovelenov.
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2023-04-05 at 3:28 pm #61765chrisayoolaCustomer
Hi,
So I have an architectural model for a 5 story building fully made in blender, I have a verge 3d application created already and I’ll like to have puzzles set up for it such that one can walkthrough the building as seen in this example: https://cdn.soft8soft.com/demo/blender/firstperson_camera/firstperson_camera.html
I’ve also tried figuring out the puzzle system as seen in the example but I can’t seem to figure it out since I don’t have a coding background and I’m traditionally an architect.I’ll really appreciate it if someone could guide me through how this is done. Thank you in advance.
2023-04-05 at 7:31 pm #61771visualizerCustomerHi
Just to share with you.
Two options mainly for it
You can hire & get it done from someone here or you can learn to do it.
However its difficult to build with puzzles only. Not that straight forward.But its doable.
I am working on an industrial room type building
2023-04-05 at 7:48 pm #61772chrisayoolaCustomerHi Visualizer,
Thank you for the response, it however appears I’ll need to learn it since I signed a contract to keep the model and all its contents private per my client’s request and I’ll also like to create similar experiences for future clients.
So how did you go about creating the walkthrough puzzles for the industrial room type building?
I’ll really appreciate it if you can help me get started. Thank you.
2023-04-05 at 8:45 pm #61774kdvParticipantand I’ll like to have puzzles set up for it such that one can walkthrough the building as seen in this example:
FP camera doesn’t require puzzles to work with collisions. Just examine .blend file from that demo and create a similar nav. mesh in your 3D editor. In that demo puzzles are used only to map the scene camera’s position to the mini-map…
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2023-04-06 at 9:29 am #61800visualizerCustomerYes as correctly said by kdv,
Even I was wondering for several minutes with what magic was detecting collision in the example. haha !
Actually thats the 3js stuff itself Yuri gave a clue. here is a thread. may be of some help to you .2023-04-10 at 5:12 pm #61943chrisayoolaCustomerHi Everyone,
I sincerely thank you for your contributions as they really helped me make sense of the whole thing I’ve also seen there are no puzzles necessary for this operation by following this guide, in case someone comes across this thread and needs help in the future: https://www.soft8soft.com/docs/manual/en/blender/Camera.html#camera_control_with_puzzles
I’ve, however, encountered another challenge which I’ll need a little help with, now while walking in the created app, I realized I can walk off the navigation mesh and effectively fall off too, in my case, the basement. Should this be so or am I doing something wrong since I believed the navigation mesh was supposed to be the boundary for movement and not just a plane for the same where walking off is a possibility?
NB: This only happens in the building and not on the external nav. mesh boundary.2023-04-11 at 7:48 am #61952Yuri KovelenovStaffHi chrisayoola,
I realized I can walk off the navigation mesh
You might check that your collision mesh actually ends on the border, i.e. there is no polygons covered with this material beyond the area you want to restrict.
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