Archviz navigator advice

Home Forums Puzzles Archviz navigator advice

This topic contains 1 reply, has 2 voices, and was last updated by Mikhail Luzyanin Mikhail Luzyanin 1 week, 1 day ago.

Viewing 2 posts - 1 through 2 (of 2 total)
  • Author
    Posts
  • #14764
    Avier3D
    Avier3D
    Newbie

    Hey guys,
    Hope someone would like to give me some project planning advice. I am experimenting in building a multi level archviz navigator.
    I’m using Blender.

    I’ve successfully built one before when certain rooms or assets are clicked, the camera goes to a fixed location to showcase the item, and this works just great.

    Now the issue is, I would like to build the same, but with a multi-level project. Every level will have hundreds of assets and about a dozen of rooms, and although I managed to get them all to load all at the same time, the issue is, since all levels are stacking one on top of each other, they block the aereal view of each other.

    Ideally I would like to build a setup where every floor can be loaded separately.
    Now, the trick is, I prefer to avoid having to create things in HTML or else, it would be much easier if I keep every button/action in the 3D space.

    I’m attaching a screenshot with an representation of the general idea. Ideally by clicking the text of every level, that level is loaded an all the others, unloaded.

    -Which approach would you recommend me?
    -would it be possible to have every level as a separate .gltf (each containing all the separate models for each floor), and get them to load/unload by clicking on the level naming?
    -Should I keep the camera and locators for camera navigation, on a separate layer/gltf?
    -Is it possible to achieve the same just by loading/unloading blender 2.80 Collections? (I think I read this was now possible with Verge3D?)

    Cheers!

    Attachments:
    You must be logged in to view attached files.
    #14767

    would it be possible to have every level as a separate .gltf (each containing all the separate models for each floor), and get them to load/unload by clicking on the level naming?

    Yes you can keep each layer in separate gltf and load it into the main scene as needed. For this use load/unload scene puzzles.

    Should I keep the camera and locators for camera navigation, on a separate layer/gltf?

    You can create one main scene inside of which you will load all layers, but kepp camera, light and world settings in it.

    Is it possible to achieve the same just by loading/unloading blender 2.80 Collections? (I think I read this was now possible with Verge3D?)

    You can create a collection in each loaded gltf file and then just hide the whole collection with the whole content in the scene to not unload it, because it will take some time to load it again.

    Co-founder and lead graphics specialist at Soft8Soft.

Viewing 2 posts - 1 through 2 (of 2 total)

You must be logged in to reply to this topic.