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qianggeParticipantqianggeParticipant
Yes, kdv, there should be an error in the routing calculation logic
This bug is quite serious. As long as using outlining, all added Helpers objects will be automatically outlined, including object camera lights and other HelpersqianggeParticipantqianggeParticipantWhen can we launch the functions and Demo of webGPU
qianggeParticipantMobile game engines usually have a method of drawing touch trajectories, which is similar to desktop mice. We haven’t found a similar case with Threejs yet. It should be achieved by recording touch trajectories and then drawing them on the screen using Canvs
qianggeParticipantfor KDV,Thank you for your splendid contribution!
qianggeParticipanthadBugDemo
Posts lost, resend the demo.- This reply was modified 10 months, 3 weeks ago by qiangge.
qianggeParticipantYes, your Blender export is correct. I had suspected an issue with the matrix transformation in the update function of OrbitControls. if (i.targetObj.updateWorldMatrix(!0, !1).
I hope someone can verify whether this is indeed a bug that exists only in the Max version.
qianggeParticipantdemo2
I’ve uploaded a demo that uses the default controls with the method I used last night. Please take a look. Shanks KDV- This reply was modified 10 months, 3 weeks ago by qiangge.
- This reply was modified 10 months, 3 weeks ago by qiangge.
- This reply was modified 10 months, 3 weeks ago by qiangge.
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You must be logged in to view attached files.qianggeParticipantI used 3dsMax, and the principle should be the same as what you described. I tried both methods, and the result is similar to the demo I provided earlier. The camera follows the parent object and always faces the target object, which is correct. However, the issue arises when the target object moves away from the origin—the orbit path becomes strange. Could it be a bug specific to the Max version?
Attachments:
You must be logged in to view attached files.qianggeParticipantGreat! This is the effect I wanted, thank you, KDV! Is this constraint set up in 3D software beforehand? Because I couldn’t find this part in the JavaScript logic. Could you display the key code or logic for this? My confusion is, if the character and the camera are not grouped, how does the camera follow the character? The target point of the camera can be constrained to the position of the character. Can you please advise on how to set up the camera? Thanks again, KDV.
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