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  1. Help-Desk
  2. HELP-3419

FIWARE.Request.Tech.WebUI.VirtualCharacters.OrbitControls

    Details

    • Type: extRequest
    • Status: Closed
    • Priority: Major
    • Resolution: Done
    • Fix Version/s: 2021
    • Component/s: FIWARE-TECH-HELP
    • Labels:
      None
    • HD-Chapter:
      WebUI
    • HD-Enabler:
      Web Tundra Avatar

      Description

      Hi,

      A user is having trouble with Virtual Characters Enabler. Here it is her
      report:

      "We are implementing the Virtual Characters Enabler. We would like to be
      able to change and customize the ORBIT CONTROLS that Virtual Characters is
      using with THREE.js.
      Even with current examples supplied with the Enabler we can not implement
      correctlly the movement. The right mouse button drag movement makes our
      characters disapear. See this misbehaviour at:
      http://annacarreras.com/toonaville/vc/Guia.html

      We would like to minimum obtain a movement like in:
      http://threejs.org/examples/#misc_controls_orbit
      We could not use this example code with the libraries supplied with the
      Enabler. Something is missing? Is there a huge different between the .js
      libraries and the min.js ones?

      We would like to customize the controls to let users only rotate the
      characters and zoom them but don't let them move. How can we achieve this?
      Any help will be apreciated."

      Thanks in advance.
      Kr, Xavier Carol.

      _______________________________________________
      Fiware-creatifi-coaching mailing list
      Fiware-creatifi-coaching@lists.fi-ware.org
      https://lists.fi-ware.org/listinfo/fiware-creatifi-coaching

      [Created via e-mail received from: Xavier Carol Rossell <xavier.carol@i2cat.net>]

        Issue Links

          Activity

          Hide
          jonne.vaisanen Jonne Väisänen added a comment -

          Hi,
          thank you from the input.

          As for the OrbitController.js, I'm not an expert on that code, but now
          that I took a look at it, there should be an option to disable the model
          panning simply by adding following line of code "controls.userPanSpeed =
          0;". This should prevent the model to disappear while you are holding the
          right mouse button down and dragging.

          VirtualCharacter uses it's own Forked version of THREE.js and there is no
          Three.min.js file provided with the downloadable zip file. When I have the
          time, I'll check if I can build the missing three.min.js file and include
          it with the downloadable. In case you need to have access to that code, it
          can be found at https://github.com/Joosua/three.js/tree/webtundra_build.

          The reason we were using our own forked version of the THREE.js was to
          implement missing skeletal animation features during the development time
          and if I can recall correctly, following changes were added to Animation
          object:

          • Better animation weight support
          • Option to enable&disable skeletal animations per bone, so we can have
            code control on single bone while rest of the skeleton is animated
            normally
          • Support to playback the skeletal animations in backwards.

          Hopefully this helps.

          I'll send this reply to xavier.carol@i2cat.net address as well.

          br,
          Jonne Väisänen

          Show
          jonne.vaisanen Jonne Väisänen added a comment - Hi, thank you from the input. As for the OrbitController.js, I'm not an expert on that code, but now that I took a look at it, there should be an option to disable the model panning simply by adding following line of code "controls.userPanSpeed = 0;". This should prevent the model to disappear while you are holding the right mouse button down and dragging. VirtualCharacter uses it's own Forked version of THREE.js and there is no Three.min.js file provided with the downloadable zip file. When I have the time, I'll check if I can build the missing three.min.js file and include it with the downloadable. In case you need to have access to that code, it can be found at https://github.com/Joosua/three.js/tree/webtundra_build . The reason we were using our own forked version of the THREE.js was to implement missing skeletal animation features during the development time and if I can recall correctly, following changes were added to Animation object: Better animation weight support Option to enable&disable skeletal animations per bone, so we can have code control on single bone while rest of the skeleton is animated normally Support to playback the skeletal animations in backwards. Hopefully this helps. I'll send this reply to xavier.carol@i2cat.net address as well. br, Jonne Väisänen

            People

            • Assignee:
              jonne.vaisanen Jonne Väisänen
              Reporter:
              leandroguillen Leandro Guillén
            • Votes:
              0 Vote for this issue
              Watchers:
              3 Start watching this issue

              Dates

              • Created:
                Updated:
                Resolved: