How to hide armature for other mesh? I'm trying to make hand animation and when fingers start moving, armathure is showing out of figure and it seems liks UV mesh is torn (damaged).
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I need a way to render a sprite always over top of a 3DObject, but it also must disappear behind it when the camera is rotated.
I first tried disabling the depth-buffer write but this will always render the Sprite in front.
Is there a way to hide it when its behind, but prevent clipping with the Object?
Edit 1:
The Problem is not exactly about z-fighting because the depthbuffer values of the sprite and the object are not equal.
The Sprite is a Billboard, so it will always face the camera, but it clips with the object, when rotating the camera.
Thank you for your help
Certain Parts of my terrain seem quite dark.I dont know why. As you can see in the image the left part is dark and the right is normal. It feels like shadow or some lighting problem.
Screenshot :
It's dark because you're using a single, directional light that's being a blocked by the wall on the left. Have a look at the Lighting window for your Scene:
Unity Manual for Lighting Window
There, you can play with settings like the "environment lighting" and its source. By adjusting this, you should be able to add a base amount of illumination throughout the scene.
If that doesn't work, you'll need to add more lighting objects to your scene. You can try to balance more directional lights from other directions. Or you can add local lights like spot/area lights to illuminate surfaces left in shadow by your directional light.
I am trying to figure out the concept on how this site (http://igoodi.eu/) do its transition between different objects. Like when you are in the homepage and try to scroll down, the scene rotates vertically (maybe 90degrees). I want to know on how to do this or maybe the concept behind this.
The thing is I want to implement a three faces/pages (Triangular Prism) in a website. And the transition will be like it would rotate horizontally and it will display the other face of the triangle.
Right now the whole the scene is rotating when moving the scene to left/right/top/bottom. I want to drag it in four directions.
http://arkatest.com/bbmap/map/test1.html
http://pastebin.com/KqQe1LhL
You are using the trackballcontrols to manipulate the camera movement. The trackballcontrols has a pan functionality but it is triggered when right clicking with a mouse. This functionality is not configurable.
A very quick hack to enforce this would be changing this line to
_state = STATE.PAN;
A better way would be to create a PR to three.js to make this mouse inputs configurable.
I'm trying to create a shadow in my orthographic scene in three.js. I'd like to have a directional light so the shadow is offset from all objects equally in the scene. I am however having problems using DirectionalLight.
My first problem is that I can't get the shado to cover the entire scene, only part of it ever has a shadow. I played with the light's frustum settings, but can't figure out how to get it to cover the scene. Ideally I'd want the frustrum to match that of the camera.
The second problem is that the shadows aren't "clean". If I use a SpotLight the shadows have nice crisp borders (but obviously not the universal directionality I want). When I use a DirectionalLight the borders are misshappen and blurry.
In the samples the tile is a simply box created with CubeGeometry.
How can I create an ortographic directional light source for my scene?