Pryme8 Posted January 9, 2018 Share Posted January 9, 2018 Whoa, this scene now that I am reading through it has some really weird variable scope definitions. This is gonna take a total strip down. Hmmm I just got home and have things I need to do. Give me some time. One last question, why TweenLite? what is that handling? Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted January 9, 2018 Share Posted January 9, 2018 Can you open the 3d File it is constructed in, or send me the fbx export. I want to check that your origins are correct on your 3d models. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted January 9, 2018 Share Posted January 9, 2018 https://www.babylonjs-playground.com/#9MI3LA#1 I have not finished yet but is this what you were looking for? With a little bit more scripting this could easily handle any kind of mesh and also have triggered events along the animation chain. Snouto 1 Quote Link to comment Share on other sites More sharing options...
Snouto Posted January 9, 2018 Author Share Posted January 9, 2018 3 minutes ago, Pryme8 said: https://www.babylonjs-playground.com/#9MI3LA#1 I have not finished yet but is this what you were looking for? Thanks for the efforts but I just had a few things out of place in #15. This is how the scene should look and work: (click animate link) https://www.babylonjs-playground.com/indexstable#E3CPCA#18 You should see in this PG that sometimes when loading/running, the camera does not position itself properly. TweenLite is being used to smoothly animate the movement of the camera rig (box) along a bezier curve. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted January 9, 2018 Share Posted January 9, 2018 https://www.babylonjs-playground.com/indexstable#E3CPCA#21 Well first off every time you were hitting run you were re-injecting the script and making a new animate button. Quote Link to comment Share on other sites More sharing options...
Snouto Posted January 9, 2018 Author Share Posted January 9, 2018 Just now, Pryme8 said: https://www.babylonjs-playground.com/indexstable#E3CPCA#21 Well first off every time you were hitting run you were re-injecting the script and making a new animate button. Yeah ignore that sort of thing that's just me being lazy (I told you I was lazy) Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted January 9, 2018 Share Posted January 9, 2018 Well Im not sure, how TweenLite is structured but perhaps having it on there so many times is messing things up? I have hit run several times and cant get the camera error you were speaking of. SO I guess, try to get your cube to be white? Quote Link to comment Share on other sites More sharing options...
Snouto Posted January 9, 2018 Author Share Posted January 9, 2018 Just now, Pryme8 said: Well Im not sure, how TweenLite is structured but perhaps having it on there so many times is messing things up? I have hit run several times and cant get the camera error you were speaking of. SO I guess, try to get your cube to be white? Interesting - it doest happen to me every time but when it does it looks like this: As for the rectangle, you should see from the code how i'm going about it. seems straight forward but always the box is blue. I still don't think it's reflection because its too consistent a colour but i'm at a loss as to what the cause is. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted January 9, 2018 Share Posted January 9, 2018 I would try redoing your image for the sign texture to something that the very bottom 10th of the image is white or the very right. Then set up the UV like 0.9,0.9,1.0,1.0; and 0,0,0.9,0.9; or what ever the values would be to use that section of white (or same white as the stadium). (cool scene btw) Quote Link to comment Share on other sites More sharing options...
Snouto Posted January 9, 2018 Author Share Posted January 9, 2018 1 minute ago, Pryme8 said: I would try redoing your image for the sign texture to something that the very bottom 10th of the image is white or the very right. Then set up the UV like 0.9,0.9,1.0,1.0; and 0,0,0.9,0.9; or what ever the values would be to use that section of white (or same white as the stadium). (cool scene btw) Is that common practice? Sounds kinda weird to me. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted January 9, 2018 Share Posted January 9, 2018 yes, my numbers are not right, but you basically want to assign the faces different uv space so you can assign a texture that takes advantage of that, unless I am way off basis on how this is set up. Quote Link to comment Share on other sites More sharing options...
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