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Initial Cam-Movement awaiting User-Input

Home Forums Puzzles Initial Cam-Movement awaiting User-Input

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  • #52891
    gdoes
    Participant

    Hey guys and gals!

    The situation is as follows: I play a camera-animation that starts a while after loading the App so that the users get the idea that they can navigate the scene. It’s just a short back-and-forth rotation movement around the target.

    See the puzzle-screenshot attached.

    Ok, this works once in the beginning and that’s fine but a big number of problems arise – so here are my questions. :scratch:

    #1 If the animation plays back the user can’t navigate properly or override it. Can I make it so the users input stops the cam-animation?

    #2 Is there a way to know if the user has made any input yet and only then the animation plays?

    #3 If the user has navigated the scene prior to the animation the camer “jumps” to the animation-origins. Same as with #2 – is there a way to NOT play the ani if the user has already made any input?

    #4 The loop “once” does not work. I have to add a puzzle to stop the animation manually. What could be the cause?

    #5 The App allows to load other scenes. On return (reloading) of the initial scene the camera-animation suddenly plays in a loop. Is there a connection to problem #4?

    Any help greatly appreciated. :good:

    Kind Regards
    Gerulf

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    #52897
    kdv
    Participant

    1,2,3

    4,5

    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.

    #52900
    gdoes
    Participant

    First: Thanks for the help and quick response! It got me much further to a solution! :good:

    #4,#5 are solved via the Settings in Blender. #1 as well: Once the User navigates while the animation is playing there is a small interruption but it’s totally fine to me. :yahoo:

    #2 and #3 need some work. I try to check for any input by the user and tried “when clicked <-> all objects” to globally stop the camera-animation. I used it this way because my HTML overlay is not generally clickable so the user can navigate within the iFrame.

    Any idea where my logic fails? :unsure:

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    >>>>>
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    #52902
    kdv
    Participant

    if (!noInput) will be executed only once after the app loading…

    I see it this way

    or this way

    or this way (preferable)

    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.

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