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2024-10-27 at 9:47 am in reply to: Multiple Cameras / Split View / Picture in Picture – Quick Tip Tutorial #78139
David Duperron
CustomerOk, I guess we won’t have more details…
I would very much like to see what this
animateViewports
function looks like!
Thanks anyway!
Let’s try some stuffs…-
This reply was modified 3 months, 3 weeks ago by
David Duperron.
2024-10-26 at 5:10 pm in reply to: Multiple Cameras / Split View / Picture in Picture – Quick Tip Tutorial #78130David Duperron
CustomerExactly!
How did you manage to get this result? I see that this involves javascript coding, which is not surprising, but what is the option you took?
Using Camera arrays or more probably the method presented in this video?
That’s axactly what I need…2024-10-24 at 6:56 pm in reply to: Multiple Cameras / Split View / Picture in Picture – Quick Tip Tutorial #78097David Duperron
CustomerThanks for your answer! Nice workaround indeed…
Is this commercial plugin already available? If so where can I get it?
RegardsDavid
2024-10-24 at 3:45 pm in reply to: Multiple Cameras / Split View / Picture in Picture – Quick Tip Tutorial #78088David Duperron
CustomerHi @qiangge!
That looks nice!
How did you manage to get this? Would you share some tips or code?? :)Cheers
David
2024-10-24 at 3:29 pm in reply to: Multiple Cameras / Split View / Picture in Picture – Quick Tip Tutorial #78085David Duperron
CustomerHi Xeon,
Yes I saw that second section, but for me, even if you load the same GLTF at the beginning, it behave from there as two seperate scenes, and the only way to “synchronize” the two scenes is to send messages from one to the other, to do the same thing in the second one as you just did in the first one… (or do something else as in your example).2024-10-24 at 2:36 pm in reply to: Multiple Cameras / Split View / Picture in Picture – Quick Tip Tutorial #78083David Duperron
CustomerSame remark as kdv.
I just came across another way to get several camera views simultaneously here:
How to use 2 cameras three.js
This would be absolutely great to have in Verge3D!
Anyone would know how to integrate this in a Verge3D app?Another way would be to use a camera array, as in the following example:
verge3d-code-examples/webgl_camera_array.htmlCheers
David
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This reply was modified 3 months, 3 weeks ago by
David Duperron.
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This reply was modified 3 months, 3 weeks ago by
David Duperron.
David Duperron
CustomerOk great news! :)
David Duperron
CustomerHi Kdv!
Yes I saw one of your old posts about that after I posted this message.
Now the question is: how do I use this three.js module instead of the V3D one??David Duperron
CustomerHi!
Still no update on this bug?? this is quite annoying… :(David
David Duperron
CustomerI’m digging this old post as I still have the issue…
I have created simple line objects in my scene, with LineBasicMaterial applied to them, no group, no parent excepted the Scene, and when I hover other objects for which I have set up a Hovering effect (outlining when hovering objects from a certain group), the outlining is also applied to the newly created objects!
Why does this happen??
How can I prevent this?The Xray option does not solve my problem…
Thanks for the help
David Duperron
CustomerThanks guys for the update! clear and understood.
2024-10-02 at 7:09 am in reply to: Scroll bar for all animations ( for explode view with 10+ sequences) #77759David Duperron
CustomerAnother example of animation controlled by the user is the E-Learning demo application (see E-Learning App).
This time all the interface is in 3D, no HTML here.
I think this one is a very good start for understanding this type of user-controlled animation.2024-10-02 at 7:04 am in reply to: Scroll bar for all animations ( for explode view with 10+ sequences) #77758David Duperron
CustomerHi @Iren!
In the provided example (industrial robot) the scrollbar is a HTML element (ID = anim_navig_indicator), and its “left” style attribute is controlled every frame by the animation frame. See the puzzles below:
You could also use a HTML range input in your interface, and use the “input.value” to link it the the animation frame (for example you add an input event puzzle, attached to this range input, and you add an animation puzzle in the “do” slot to go to the desired frame of the animation.
David Duperron
CustomerDone! :)
David Duperron
CustomerHi @jezuk!
Did you manage to get what you wanted? I guess I’m trying to do the exact same thing… -
This reply was modified 3 months, 3 weeks ago by
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