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User posts trepaning
31 March 2015 23:44
Good to know, thanks for the info!
31 March 2015 04:36
with the last example, can you supply it as is PLUS transform it to 20% of its size and offset it by a spacing or two.
31 March 2015 04:34
I seem to have hit a wall with making hitting a wall work. Feel free to set the RED walls as blockers that the camera cannot pan past in this example.
30 March 2015 21:38
excellent idea, I was thinking a box around a scene as a blocker of some sort would be a way to go, and this seems like it could be what I am looking for. Will test later, thanks!
29 March 2015 00:34
it would be handy to be able to limit the X and Y of the camera panning (or the trepaning, as some call it), essentially creating a picture frame boundary around the scene.
26 March 2015 19:35
Great info, I will test it out later. These object animated meshes are a bit of a process bugger compared to the other animation types. Still, it is good to get all that info in one place regarding the different animation types.
25 March 2015 23:42
Works perfectly, thanks for the final piece of the puzzle! (for now…)

Hmm, actually, ALMOST works perfectly. Still no GLOW but will look into it in a bit.
25 March 2015 20:11
mesh displays and animates, but not transformable or glowing as per my quick tests.

function load_empty_cb(data_id) {
    var Empty= m_scenes.get_object_by_name("Empty", data_id);
    var lampFan= m_scenes.get_object_by_dupli_name(Empty, lampFan);  //also tried ("Empty", "lampFan")
    m_trans.set_translation(Empty, -2.5, 2, 0.45); //xzy
    m_trans.set_scale(Empty, 0.2);
    m_scenes.apply_glow_anim(lampFan, 1, 1, 0);
}
24 March 2015 22:36
Okay, just tested that, it works, just need to place the main object out of sight unless there is another way to make the model that does not scale or transform not show up while still showing the duplicate. Also, how to add GLOW or Selectable to the Empty object? It's not important because with bones and vertex, all is pretty much covered, so no need to figure out hacks or fixes, but with object transform meshes able to be scaled and transformed, there would be no limits to what can be used.
24 March 2015 19:32
Okay good to know.

Just for complete info, I tested vertex animated mesh and it can be translated and scaled as per the above code, so only object animated objects needs special attention.

transform, scale?
bone animated mesh- yes
vertex animated mesh - yes
static mesh - yes
object animated mesh - no

With that, I am pretty much up to speed!

Until the next bump in the road, of course…