hi guys i recently start experimenting lots of thing using points to make a particle effect and one of it try to create is a space wrap animation, the animation is correctly display but the position of the effect it wont center, it always goes in right or left i try to change the camera type and the position of the canvas camera it seems it dosen't help at all i think am missing something. can anyone help me to figure this out.
here is my code thanks
https://codesandbox.io/s/spacewrap-l82e3s?file=/src/App.js:0-1784
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When I right click, I can move my camera up and down. By default, when my model loads, half of its body is out of the frame. I want to move the camera down, so the whole body fits in the frame. Is there a setting to do this? I’ve tried using camera position but that didn’t work. Thank you!
when I come across cases like this I do this:
try to scale down the object first, so that I can see the whole picture
add axesHelpers to object or scene, to figure out which direction should I move to
change position of camera accordingly.
I am facing a problem where a THREE.SpotLight is casting a Shadow without an object beeing in its frustum.
I have setup a simple scene containing a THREE.SpotLight and a plane-mesh. The SpotLight is set to cast Shadows and the plane to receive Shadows. There is a square Shadow visible on the ground plane, which is the size of the SpotLights shadowCamera. This scene is the right hand side of the image below.
A cube-mesh is now added and positioned outside the initial camera viewspace. By zooming out, a bit before the cube-mesh becomes visible to the camera, the Spotlight Shadow disappears. This is pictured in the left hand side of the image.
http://jsfiddle.net/L0rdzbej/157/
This happens in Firefox, from what I heared it is not the case in Chrome. What is happening here and how to avoid it?
The shadow does not show up anymore, so im marking this as solved.
Edit: In case anyone comes a long who is facing the same problem, here is a link to the reported issue on github: https://github.com/mrdoob/three.js/issues/7750. It hasnt got much attention because it couldnt be reproduced by the maintainers.
I am new to designing games and have been having trouble for the past couple of days with the animator. I have downloaded a free asset off the Unity store that included a free sprite character and also its animations for idle, walk, run, and jump. My issue is when I go to use this asset pack in my game, I can not for the life of me figure out how to transition between idle->walk, and any state->jump. I believe it has to do with no parameters being set up, as I want the walk animation to occur when my character is moving. The issue is that it seems to be stuck in idle mode. In the animator the transitions are set up, but I can not figure out how to let the animator know when I am moving, and when I am actually idle. How can I connect my characters movement scripts to be used in conjunction with the animation? Do I need to write a new script, that uses new parameters I make in the animator, or am I completely missing something? Again I am very new at this, so I apologize if this is a dumb question but I cannot figure it out. All the videos I have watched only show how to build the animations and put them into the animator, and nothing about the scripts or parameters in specific. Thank you!
Look at the animation transition requirements, then set the required values. For example:
Animator anim = obj.GetComponent<Animator>();
anim.SetTrigger("running");
or
anim.SetFloat("speed", 2);
or
anim.SetBool("running", true);
One small thing that could be going wrong: If you somehow have a reference to the prefab instead of the instantiated object in your scene, it will not work. And to be sure it's not working, play the game, find the object with the Animator in the Hierarchy, click it, and open the Animator window. You can see which state is active.
If this doesn't help, can you describe the transitions in more detail?
I am working on a program, that uses THREE.RollControls, when the user goes too far away from the center of the screen, they tend to get lost, so I am working on creating a function that reorients them, facing the center of the scene.
What I had intened to do was simply call the following:
camera.lookAt(scene.position)
However, this has no affect. From what I was reading on different stack overflow questions specifically this:
ThreeJS camera.lookAt() has no effect, is there something I'm doing wrong?
It seems like their solution was to do the camera position change using the controls, rather then changing the camera itself.
I do not believe there is any 'Target' in the Roll Controls, so I don't know how I can reset where the camera is looking at based on a THREE.Vector3() Is there a simple way to do this, or will I basically have to:
So far I have 'attempted' to do the follow:
- Calculate the difference of position of the camera with the position of the scene.
- Normalize this vector
- Subtract it from the direction forward of the camera
- use this vector in controls.forward.add(thisVector)
but this doesn't do at all what I want (probably because I have no idea what I'm doing)
Thank you in advance for your time!
Isaac
The same thing bugged me too about the RollControls but I took a different approach in solving the problem. Since the controls are in the example code (in r55) you can modify the controls, as they are not part of the core library. You can see my modifications at http://www.virtuality.gr/AGG/EaZD-WebGL/js/three.js/examples/js/controls/RollControls.js
I introduced a local variable called mouseLook because I could not use the this.mouseLook. I initialized it to false and I only make it true when there is a button press i.e. when navigating in the scene. That solved my problem.
I'm using CCMoveBy in an action to shoot a projectile according to the direction of a Sneaky Joystick. I can't seem to get the position of the projectile DURING the action.
I only get the starting positions of the projectile.
CCMoveTo doesn't seem to work either.
Is it possible to get the position of the projectile DURING this action using something similar to CCMoveBy?
Any help would be appreciated :)
why you are using CCMoveBy or CCMoveTo . Please use ccpAdd and ccpSub in the position of the sprite when joystick moves.Nothing else,and please post some code fot more clearance.