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qiangge

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Viewing 12 posts - 1 through 12 (of 12 total)
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  • in reply to: Multiple HTML pages inside of one Verge3D scene? #71775
    qiangge
    Participant

    Hi kees
    I tried to improve the functionality based on your case, but there was too much content. I first sent a semi-finished product for further improvement. The page buttons have a puzzle process diagram for easy viewing.

    in reply to: Multiple HTML pages inside of one Verge3D scene? #71774
    qiangge
    Participant
    in reply to: about Outlining question #71239
    qiangge
    Participant

    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 Helpers

    in reply to: about Outlining question #71235
    qiangge
    Participant

    HI Yuri
    I made a test sample, please take a look
    demo

    • This reply was modified 2 months, 2 weeks ago by qiangge.
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    in reply to: Verge3D 4.5 pre2 available! #70060
    qiangge
    Participant

    When can we launch the functions and Demo of webGPU

    in reply to: Hovering on mobile devices #69966
    qiangge
    Participant

    Mobile 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

    in reply to: Question about using OrbitControls for Child Camera #69433
    qiangge
    Participant

    :good: :good: :good: for KDV,Thank you for your splendid contribution!

    OrbitForMaxChildCam

    in reply to: Question about using OrbitControls for Child Camera #69427
    qiangge
    Participant

    hadBugDemo
    Posts lost, resend the demo.

    • This reply was modified 4 months, 2 weeks ago by qiangge.
    in reply to: Question about using OrbitControls for Child Camera #69426
    qiangge
    Participant

    Yes, 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.

    in reply to: Question about using OrbitControls for Child Camera #69420
    qiangge
    Participant

    demo2
    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 4 months, 2 weeks ago by qiangge.
    • This reply was modified 4 months, 2 weeks ago by qiangge.
    • This reply was modified 4 months, 2 weeks ago by qiangge.
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    in reply to: Question about using OrbitControls for Child Camera #69415
    qiangge
    Participant

    I 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?

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    in reply to: Question about using OrbitControls for Child Camera #69412
    qiangge
    Participant

    Great! 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.

Viewing 12 posts - 1 through 12 (of 12 total)