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having it work now, the collision logic is a bit clunky:
usually, when navigating towards a wall with an angle, you would expect to “slide off” to the side. instead the camera comes to a full stop. also, when the movement speed is higher, the camera will stop earlier. then, when the move speed decreases, it will inch closer towards the wall. which has the strange effect that it moves a bitt more after releasing a movement button.
will have a bit more trialanderror here, but we might have to go with a custom solution here.
oh, so the collision mesh is expecting more of a navigation-mesh type thing. the camera will not collide with the mesh, but rather move on it.
wow, really good image quality. the lighting is on point!
i like it a lot.
+1 on the ambient occlusion and color management.
we currently bake all AO, as the postAO is not good enough in quality.
but, more importantly, we usually use the filmic + high contrast color profile in blender.
currently, we have to fall back to standard, which bleeds and clips quite heavily. so that would be a huge improvement.
really appreciate the alpha hashed option! will have to give it a try.
wow, the runtime usdz export mustve been quite the challenge.
also, the object node will be useful!
we used the bind puzzle code, and modified it for our purposes:
the bubbles are generated by vuejs in a v-for loop, and we then have a rendercallback updating all of them, setting their positions.
it is quite some code, so you will have to look into it
this function is inherited from threejs, see docs here:
we used this to offset our rotation center, which works quite well because it also centers the perspective on the rotation center.
good to see the refelection probes, and clipping.
also thank you for fixing the shapekey bug!
there are no dms here, but you can find my mail on our website, i am thomas:
var img = app.renderer.domElement.toDataURL("image/png"); document.getElementById(imgId).src = img;2021-04-21 at 3:53 pm in reply to: orbit camera collision / limits (feature request?) #40374
second try to add the package, maybe a zip works?
Attachments:You must be logged in to view attached files.2021-04-21 at 3:52 pm in reply to: orbit camera collision / limits (feature request?) #40372
since we use these limits quite a lot, i had a deeper look at it, and updated it to use gizmos.
they are not perfect (some range visual instead of two circles would be nicer), but they help a lot speeding up the worflow to set up and change limits.
we packed it as an installable plugin, so others can use it easily: download the .py and install via the blender preferences.
feel free to integrate this one in a future verge3d release, if wanted.
- This reply was modified 1 year, 5 months ago by thomasup.
Attachments:You must be logged in to view attached files.2021-03-18 at 11:05 am in reply to: shape key export not working when collection is inactive #39556
we tried out some more things, and found the causes:
– shapekeys do not export when there are modifiers on the object
– sometimes the Basis-shapekey in blender is non-zero, this can cause issues. we solved this by creating a new shapekey from mix, and replacing the Basis-shapekey2021-03-11 at 11:29 am in reply to: shape key export not working when collection is inactive #39382
hm, i am currently unable to narrow it down, and create an example. i will come back when i was able to do that.