We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

Blender, Active Scene Camera coordinates, is ignored on publish.

Home Forums Bug Reports and Feature Requests Blender, Active Scene Camera coordinates, is ignored on publish.

Viewing 8 posts - 1 through 8 (of 8 total)
  • Author
    Posts
  • #77543
    jefferywright
    Participant

    This occurs every time I create an app, why does this happen?

    This is the Cam Perspective view in Blender:
    V3D-CAM-view.png

    This is what the app shows in the browser:

    Why can account for this discrepancy?

    Attachments:
    You must be logged in to view attached files.

    Interactive Multimedia and Visual Design
    https://jefferywright.com/

    #77548
    kdv
    Participant

    Your camera is looking exactly at 0,0,0 point and this point is right in the middle of your screenshot. That’s the camera’s orbit point and it’s alwayas in the middle of the screen. Just add an offset in the camera settings.

    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.

    #77553
    xeon
    Customer

    Another approach that you might find useful is to use Empties… for the camera location and camera target.

    Then during your start up…assign you cameras location to the camera empty location and have it look at the camera empty target. This allows you to have an offset you can animate in Blender.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #77586
    jefferywright
    Participant

    My camera is not looking exactly at 0,0,0 until I publish it, the issue is, that I have moved my camera to where I want it, but Verge3D resets it to looking exactly at 0,0,0 for some reason, how do I get it to stop that?

    Thanks.

    Interactive Multimedia and Visual Design
    https://jefferywright.com/

    #77587
    jefferywright
    Participant

    I appreciate that, but why doesn’t Verge3D simply avoid resetting my camera coordinates when I compile the scene?

    Why would it reset instead of framing the scene exactly as I set it according to the Active Scene Camera view in Blender?

    Thanks.

    Interactive Multimedia and Visual Design
    https://jefferywright.com/

    #77588
    kdv
    Participant

    My camera is not looking exactly at 0,0,0

    you are mistaken. in v3d it’s looking at zero point by default. just keep in mind that your camera in Blender has no strict controls, but in v3d you are using the Orbit controls.

    how do I get it to stop that?

    set offsets or choose a target object

    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.

    #77591
    xeon
    Customer

    If I am not mistaken….the actual camera used in Blender is not exported in the GLTF. Only its position and direction vector….then V3D uses its own camera controls that interpret that data.
    So.. you may want to think of it that way…..you really have to control your camera in V3D because its the only one you really have.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #77592
    kdv
    Participant

    If I am not mistaken….the actual camera used in Blender is not exported in the GLTF. Only its position and direction vector

    yes, you are right ))) but the camera’s direction matters only with the Flying and First Person controls. In case with the Orbit controls the scene’s camera will be always directed towards its orbiting point which is 0,0,0 by default.

    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.

Viewing 8 posts - 1 through 8 (of 8 total)
  • You must be logged in to reply to this topic.