- This topic has 23 replies, 4 voices, and was last updated 8 months, 4 weeks ago by xeon.
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2024-02-16 at 10:33 pm #70744vergecuriousCustomer
I used -60 and 60 with no success.
2024-02-16 at 10:35 pm #70745vergecuriousCustomerVerge 4.4
2024-02-16 at 10:53 pm #70746kdvParticipantAll 1st level objects are children of
Scene
which is the World. So the “parent” coordinate space is the “world” coordinate space for the 1st level objects.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.
2024-02-16 at 11:49 pm #70747xeonCustomerOk… I am going to go back to one of your most recent statements.
“All I want is to be able to rotate either the camera or scene to view about 120 degrees in each direction horizontally with a mouse drag.”
So with that in mind…go the standard way. One orbit camera. Setup your camera in blender.
Under Camera Object Data Properties go to the Vergd3D Settings panel. Be sure the camera is set to Orbit. Set your desired rotation speed. Set your vertical and horizontal rotation limits.Thats it.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-02-17 at 3:05 am #70748vergecuriousCustomerApparently the drag puzzle over rides blender. I deleted the drag puzzle and it worked fine. Now I just how to figure out how to return the scene to home and hide and show some objects during the movement.
2024-02-17 at 5:45 am #70749xeonCustomerOk..great.
So you need a mouse down event to trigger hiding of stuff as you rotate and a mouse up event to trigger after the drag that causes the camera to return home?
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-02-17 at 5:56 am #70750xeonCustomerOk..great.
So you need a mouse down event to trigger hiding of stuff as you rotate and a mouse up event to trigger after the drag that causes the camera to return home?
There are many ways to do what you are asking….this is by far the most simple and it may or may not work for you needs. If you have other buttons or interactive objects this is not the way to go.
If you have other objects or hot spots or annotations…you will have to see how this interferes with that and then decide whether you need a different type of solution however, the basic principals are the same.
You should also determine whether pointerdown is better for your purposes than mousedown.
You can also monitor the cameras vectors and use a frame timer to test the condition if the camera vector has changed and when it stops…when changed…hide stuff…when stopped tween back and unhide.
- This reply was modified 9 months ago by xeon.
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Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-02-17 at 8:17 pm #70760vergecuriousCustomerI’d like to thank you for all of your assistance. I’ve thing I’ve got a good base to work with. This is just a draft that I’m doing “spec”. If you get a chance, please take a look at the link in the previous email. I’d like any input you might have. The only real issue I still have is making the text an “area” not just letters that can be clicked on.
Again, thanks so much.
2024-02-18 at 5:50 pm #70787xeonCustomerHey there…glad you are making progress.
Things for consideration in order of importance.
Polygon count – since your object is static. Consider either rebuilding it or using decimate to drastically reduce the polygon count. From what I see I can believe this should be more than 50,000 if that.
Consolidate (joining) your model to 1 object and 1 texture.
If you you have to rotate the object in the scene…create a center pivot for the object to rotate on…its currently offset causing it to look strange when rotated. You can do this by selecting your object…then selecting Set Orign to center mass or volume…you decided which is better for you. Place an empty at the new orgin and parent all your parts (should only be one but if more) to the empty and rotate the empty. I still strongly suggest not rotating the part.
Alternative to rotating the part: Use camera auto rotate. You may find increasing the size of the room and making your empty centered in the middle of the room will give you the best results.
Regarding your text. Make your life super simple. Create an image with the text and map it to a plane. Place the plane where your text is and then use the plane as the clickable object.
Last and most important thing…NEVER EVER do SPEC work. Its a 100-% looser for every artists and results in a giant waste of time. If the client is not wanting to pay….then don’t do the work. Instead take your time and build a demo that highlights the principals you might use in the SPEC work. In your case….an object in a room with some rotation. I would take a model that you created and put it in there and explain….your model goes here. You can use this demo to highlight the same concepts to future clients. The SPEC work, if you are using their model or copyrighted content…..is useless because you can’t legally use it as a demo or share it with a future client (unless you have that in writing) all the time you put in to the project is wasted. If you add up all the SPEC work you might do over a year…you have to count that time as a loss or you have to add that time back into the cost of your projects either way…it will affect your business in bad ways.
- This reply was modified 8 months, 4 weeks ago by xeon.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com -
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