- 2020-10-14 at 5:34 pm #34180
I’ve ben away from Verge3d for a few months, so getting my head round it all again and would appreciate a tip please.
I have created various objects animating over 2000 frames of animation in Blender and have set 3 cameras with markers parented at different times across the timeline. ie. cam1 is from frames 0-900, cam2 is from frames 900-1600 and cam3 from frames 1600 to 2000.
I have tried many different puzzle setups, but none allow me to jump from one camera sequence to the other.
I am currently trying with on event click with an html button and trying various combinations of animate param from/to, etc, but none seem to work.
Could you please suggest the cleanest way to play the timeline from each timeline position of each camera for their relevant frames duration.
Jas2020-10-15 at 8:32 am #34197Yuri KovelenovDeveloper2020-10-17 at 11:52 am #34265
Ok thanks Yuri.
I must be missing something though, because I have different cameras set to markers at different times on the timeline. When I use clone animation I cannot get consistent jumps using html buttons from one section of played time to the other, despite setting active camera and look at camera target empty for each.
I am using standard blender cameras and empties as their targets, but have not parented them in blender as am setting that in verge with set active camera and look at puzzles.
I saw someone else say you have to parent an animated camera to an empty to make work properly. Is this true?
Is there a preferred method as feel like I am over complicating this? I expected using the clone animation with click operations to simply jump to each set time sequence if set with appropriate camera and target for each? I tried if not operations too turn off the other sequences if playing, but camera never resets to start of next clicked sequence?
Jas2020-10-17 at 3:09 pm #34266
Ok I think I cracked my first hurdle. It seems having my cameras in blender set to object properties/Animation/Loop mode set on “repeat” was the issue. I have now set all animated cameras to loop mode “once” and this works great.
Have attached screenshot of puzzle to help anyone else if stuck like me in the future.
HTML screen at bottom to show div entry required in project html file to get the camera 1,2,3 html menu buttons too.
Thanks again Yuri for clone animation tip
2020-10-18 at 9:00 am #34274Yuri KovelenovDeveloper2020-10-18 at 5:38 pm #34282
- This reply was modified 3 days, 7 hours ago by jaspixel.
Some progress indeed, however I am wondering how to get around this issue.
Please take a look at this explanation demo:
I hoped I could just jump from one section of the blender timeline to another with corresponding cameras set (in blender) for each sequence on the timeline and then add menu buttons in verge to simply jump to each animated camera movements on the blender timeline using the clone animation puzzle as suggested.
This test (link above) worked ok with the cameras that only had 2 key frames of movement. However as soon as I add more keyframes for new positions for the camera, the movements get skewed after the first run through during playback in the verge model.
In this demo you can see cameras 1,2 and 3 are all as expected and if I click on the same button half way through the camera move, the view snaps back to the first keyframe position of that camera and plays out to the second key camera position.
However, with camera 4. On first click it all appears to run through ok as the camera moves in a circle around the set. However, if I click the menu button for it again and interrupt the play to begin it again, the camera is now displaced and becomes increasingly so as the animation plays out.
What am I doing wrong please? Screen shot below and blender file attached.
Also, if I set certain animation sequences to happen at different times on the timeline, is it not possible to only have those animations occur if I tell that part of the timeline to play, otherwise I want the animations to remain static? Does the blender timeline always play from start to finish regardless or can I control this more please?
Many thanks Yuri. I am an imminent Licensee I promise, this is a great tool
2020-10-19 at 6:03 am #34287Mikhail LuzyaninDeveloper
- This reply was modified 2 days, 5 hours ago by jaspixel.
Seems like you using orbit camera with animation, you need to set no-controls for all cameras with animation on it. If you need camera for free scene observe, better to create another one camera with orbit controls, but without an animation on it.
Co-founder and lead graphics specialist at Soft8Soft.2020-10-19 at 10:06 am #34306
Ok thanks, I just tried that.
However, with controls off I had to add a constraint to the camera to track to the empty in the middle as it rotates around the scene, but on repeated clicks of the cam 4 button, the camera still continues to move closer and closer to the empty it is tracking and never resets to keyframe 1 position. But cameras 1,2 and 3 do not no matter how many times I click their buttons, they always jump to first camera keyframe position? Odd that adding more than 2 keyframes to cameras messes this all up!
Why is the repeated click of the html button (cam4) making the camera jump closer to the tracked empty every time please?
2020-10-19 at 5:09 pm #34318
- This reply was modified 1 day, 12 hours ago by jaspixel.
Aha, ok I think I worked it out with this puzzle fixed combo.
The camera doesn’t jump forward anymore when I click on the html button or the cube, which I also set to play the same camera move.
Onto setting each animation sequence to play with each camera now2020-10-20 at 5:33 am #34327Mikhail LuzyaninDeveloper
Great. Such things not really easy because they consist of many aspects and has influence of many facts and logic.
Co-founder and lead graphics specialist at Soft8Soft.
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