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David Duperron
CustomerDavid Duperron
CustomerHi Alexander!
Thanks for your reply.
I was already looking that way with the Verge3D API, to get the right final position vector…
here is the procedure I wrote to get this vector, that I can use in the tween camera puzzle. Took me quite a while to get the differences between the Vector3 and the simple array that this puzzle takes as an input!Anyway it works now.
I guess it could be a nice addition to the camera puzzles, “tween to target keeping camera offset and direction”
David Duperron
CustomerNope… not yet…
I found this one but I also forgot to mention that it’s in the case of an orthographic camera…
David Duperron
CustomerHi Yuri!
Thanks for your answer… I get what you suggest, but the tricky part is to set up the orthographic camera (position, ortho scale and viewport) to “look” the same way as the perspective one (field of view, position, direction), and respectively…
I need to dig a little bit more…David Duperron
CustomerThanks Yuri!
I checked all these parameters but it did not change much… I tweaked a little bit more my environment settings (HDR image, strength…) and it did the job.David Duperron
Customer@qiangge please provide a minimum support for your plugin…
I would need to better understand how the monitor material is created/handled, as it seems for now that the material is redefined upon any screen resize (the material UUID is different before and after a screen resize apparently…). Is this has something to do with your “screen event” puzzle?
Is there a way to name this material once created and keep track of it?David Duperron
CustomerHi!
I just bought the Monitor plugin, but a little bit of explaination would be nice on how to set up a basic environment.
Thanks for your work in any case! this might be very useful.David Duperron
CustomerI don’t know why but my object’s offset is linked to the zoom factor of the Ortho camera…
The good news is: I managed to couteract this effect by multiplying by the same “factor” as the object’s scale… just one more line in the function…David Duperron
CustomerDavid Duperron
CustomerHi @kdv!
Yes I did not think about this function! You’re right we are almost there. I can keep the object to a constant scale relative to the viewport with this, but the offset from the left edge (and top edge) of the window is also scaled. I need to find where I can adjust this distance… if this is possible…David Duperron
CustomerHi @kdv! Yes I noticed this difference. But I don’t know how to counteract the zoom effect on the object that is parented to the camera.
I thought I could play on the scale of the object, that would be “linked” to the ortho zoom factor, but I cannot make it work…
I guess I will have to fall back to an HTML overlay when in Ortho mode.David Duperron
CustomerHi Xeon,
Tried it several times but it does not work for me… when I parent an object to an ortho camera, and use the “fit to camera” option, the object scales like the main scene when I zoom in/out, no matter what…
With perspective cameras it works without any issue, but not with ortho cameras… would be curious to have the developpers point of view about that?? @yuri?David Duperron
CustomerThanks Xeon, I will try again, even if I think I did all this the first time… will keep you posted!
David Duperron
CustomerSolved! :)
It is due to the fact that I did not recalculate the bounding sphere of the curve objects when updating them…
So this is the line to add to the JS script:
curveToUpdate.geometry.computeBoundingSphere();
et voilà! :)David Duperron
CustomerAnd about the camera clipping distance, I don’t understand how it could NOT see the line materials whereas it can see everything else… The camera clipping distance should affect everything am I right?
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