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muhuzhongxun

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Viewing 10 posts - 1 through 10 (of 10 total)
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  • in reply to: How do I integrate this? #78430
    muhuzhongxun
    Participant
    in reply to: Different Outlining Color Effect #78429
    muhuzhongxun
    Participant

    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;
    
    in reply to: Feature request – transfer puzzles to another tab #77334
    muhuzhongxun
    Participant

    Feature Request for Moving Defined Procedures

    • This reply was modified 1 month, 3 weeks ago by muhuzhongxun.
    muhuzhongxun
    Participant

    Why not use the Orbit camera

    in reply to: Puzzle “animateParam” bug? #76908
    muhuzhongxun
    Participant

    I 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.
    in reply to: Puzzle “animateParam” bug? #76729
    muhuzhongxun
    Participant

    Of 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. :good:

    in reply to: Puzzle “animateParam” bug? #76728
    muhuzhongxun
    Participant

    I 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=sharing

    You can reproduce my recorded screen by simply disabling the automatic animation of the official model and using my puzzle instead. :yes: :yes:

    • This reply was modified 2 months, 2 weeks ago by muhuzhongxun. Reason: add png
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    in reply to: Feature Request for Moving Defined Procedures #76712
    muhuzhongxun
    Participant

    Using the callProcedure puzzle is much more complex than procedures_callnoreturn. I would prefer to simply cut procedures_defreturn directly in a text editor instead. :yes:

    in reply to: Feature Request for Moving Defined Procedures #76667
    muhuzhongxun
    Participant

    Perhaps 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. :good:

    in reply to: Question about FirstPersonControls #71976
    muhuzhongxun
    Participant

    How 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?

Viewing 10 posts - 1 through 10 (of 10 total)