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PicklejonesParticipant
Thanks, your suggestion got me to an acceptable behavior for my application. Generally I’d like to know the proper way to implement a camera mode which is “pan only” and can be pointed at various targets without rotating around them (like the orbit camera does.) I’ll post on the forum if I figure it out.
PicklejonesParticipantOkay I get the issue now. I want the camera to be setup to pan but not around an object (orbit). I just want to click and drag to rotate my view (like a 360 youtube video). In order to do this, I am currently using a small camera offset from center (0,0.01,0) and using the origin as my target. So the camera orbits the origin and all works as I want.
When I use the “look at” puzzle, the orbit target changes to the object. Now my view is distorted because I’m no longer in the center of the sphere and I’m no longer panning around the origin, I’m panning around an object on the surface of my sphere. I want the camera to be pointed at an object but not rotate around it.
Could I/should I use a different camera set up to achieve what I’m after (A camera locked to the origin and able to pan and look at specific items on the interior surface of a sphere)PicklejonesParticipantI’m a little unclear about the different camera control options. I want to be able to pan but I don’t want the camera to move it’s position from the origin (messing up the perspective on the 360 photo sphere. Scrolling (zooming in) actually changes the camera position instead of viewing angle. I want to disable zoom and position changes but allow panning and have the “look at” functional. What setup should I use? Orbit, Flying, No control?
PicklejonesParticipantHere is a link to a setup that replicates the problem. Click the “Click Me” HTML element at the bottom so see what I’m talking about. I’m not sure if it’s a puzzles bug or the way I have my camera set up in blender being sub-optimal.
PicklejonesParticipantGlad to hear it’s a planned future feature. Thanks for the swift reply.
PicklejonesParticipantWow that was fast! Thanks so much.
PicklejonesParticipantHere’s a gif
Many thanks Yuri, I love how fast the annotation system is to set up. I may end up using html elements once I fully understand the workflow but for now annotations are the way to go for me. Here the camera is in the center of a sphere with 360 photo texture. The Tissue box has annotation “Tissues” with description “Tissues are fine. They are not a hazard even if swallowed! Delicious :)” If I spin around to look at the opposite side of the room (near a ceiling fan). I still see the description floating there.PicklejonesParticipantYes. It came from me trying to let others see early versions of my app. I learned something!
PicklejonesParticipantAAAAAAHHHH. I was just informed that it is due to running it locally and not from a web-server. Permissions in firefox must be set differently to allow “cross origin requests” whatever that means.
PicklejonesParticipantThanks for your attention, I’m sure it’s a simple process error on my part. Here’s what I’ve get from the chrome console:
Verge3D 2.3.1
v3d.js:1 Failed to load file:///C:/Users/RenderFish-2/Desktop/Simple%20360%20test/360%20env%20test.gltf: Cross origin requests are only supported for protocol schemes: http, data, chrome, chrome-extension, https.
load @ v3d.js:1
v3d.js:1 ProgressEvent
(anonymous) @ v3d.js:1
v3d.js:1 Error: Unable to load the scene file: ‘360 env test.gltf’.
at V3DPlayer._createSceneLoadError (v3d.js:1)
at v3d.js:1
at v3d.js:1
at XMLHttpRequest.<anonymous> (v3d.js:1)
at ws.load (v3d.js:1)
at ru.load (v3d.js:1)
at V3DPlayer.load (v3d.js:1)
at v3d.js:1
at new Promise (<anonymous>)
at V3DPlayer._getScenePromise (v3d.js:1)
onError @ v3d.js:1 -
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