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muhuzhongxunParticipant
JS can change the outlinning color
let vEdgeColor = app.postprocessing.outlinePass.visibleEdgeColor; let hEdgeColor = app.postprocessing.outlinePass.hiddenEdgeColor; vEdgeColor.x = 1; vEdgeColor.y = 0.216; vEdgeColor.z = 0; vEdgeColor.w = 1; hEdgeColor.x = 0; hEdgeColor.y = 0; hEdgeColor.z = 0; hEdgeColor.w = 1;
muhuzhongxunParticipantFeature Request for Moving Defined Procedures
- This reply was modified 1 month, 3 weeks ago by muhuzhongxun.
2024-08-29 at 1:46 am in reply to: Feature Request : min / max distance / zoom in First-Person mode #77064muhuzhongxunParticipantWhy not use the Orbit camera
muhuzhongxunParticipantI believe I have identified the cause of the “animation stuttering.” It happened because I repeatedly activated animateParam without using stopParam promptly, mistakenly using stopAnimation instead. Now that I’ve utilized stopParam, the animation plays correctly.
I apologize for any inconvenience. Lastly, I’d like to inquire if the data stored in _pGlob.animTriggers is a bit redundant.
- This reply was modified 2 months, 2 weeks ago by muhuzhongxun.
muhuzhongxunParticipantOf course, if I segment the animation and use multiple animationParamFrame with whenFinishDo to replace the DO section of onAnimationFrameDo, I can avoid the issues mentioned earlier. I’m considering doing this.
muhuzhongxunParticipantI will use onAnimationFrameDo to execute certain operations at specific keyframes during animation playback, such as moving the camera, showing or hiding objects, and highlighting items. While these actions can execute normally, I feel there’s some stuttering.
I suspect this might be due to the statement part of the onAnimationFrameDo puzzle being executed multiple times. Given the complexity of my animation, it can print up to 200,000 lines of information within just a few triggers.
Here are two tests I conducted: In the first test, the printed output doubled with each repeated trigger, leading to choppy animation playback. In the second test, I implemented a limit on the execution count, which helped to reduce the issue. However, the core DO portion of the code still triggers many times.
VCR:
https://drive.google.com/file/d/1M1r2OpqDuhRlxqg_Xan8PI60fIMNZAPA/view?usp=sharingYou can reproduce my recorded screen by simply disabling the automatic animation of the official model and using my puzzle instead.
- This reply was modified 2 months, 2 weeks ago by muhuzhongxun. Reason: add png
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You must be logged in to view attached files.muhuzhongxunParticipantUsing the callProcedure puzzle is much more complex than procedures_callnoreturn. I would prefer to simply cut procedures_defreturn directly in a text editor instead.
muhuzhongxunParticipantPerhaps we could add a context menu option to cut procedures_defreturn, ensuring that the corresponding procedures_callnoreturn remains intact. If there are other challenges involved, I understand and hope this feature can be considered in the future.
muhuzhongxunParticipantHow can I make the mouse pointer be considered at the position of viewhalfX, viewhalfY when initiating pointer lock from any click location? And when exiting pointer lock, how can I display the cursor at the position of viewhalfX, viewhalfY?
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