Сообщения, созданные пользователем mrpinc
18 мая 2016 19:58
17 мая 2016 16:24
My team is coming from a workflow where we were using Away3D and the AWD format and the nice thing about that format is that it supports lzma and other types of compression. On the same scene we were able to get a near 20 meg savings in terms of file size vs the Blender/Blend4Web output.
Is there any way to have this compression? Also any chance of supporting other formats like Sea3D https://github.com/sunag/sea3d which has some great features (including compression).
Is there any way to have this compression? Also any chance of supporting other formats like Sea3D https://github.com/sunag/sea3d which has some great features (including compression).
23 сентября 2015 00:19
Not really. Most animation/tweening libraries we work with allow you to pass generic objects to the tweener and it will automatically adjust the properties/values over time - so for example:
The above code will animate the supplied object - in this instance a camera, and over '2' seconds will animate the x,y,z properties until they reach the desired values.
Because your API is more of a functional approach, we don't have the control to adjust the X,Y,Z properties directly (or any other properties).
This is fine though since we just use interfaces for our objects - for example a our Camera Animator class will have
a 'target' and a 'camera' property which will both be of type IObject3D. We then create a concreted Blend4WebObject3D which just implements IObject3D - that allows us to set x,y,z (or whatever values) then internally in the Blend4WebObject3D we call the appropriate blend4web specific api.
By using the interface above, if for whatever reason we need to change 3D engines, we just need to create classes that implement our IObject3D interface- but our core application code does not need to change.
Tween.to( camera, 2, {x:30, y:30:, z:30});
The above code will animate the supplied object - in this instance a camera, and over '2' seconds will animate the x,y,z properties until they reach the desired values.
Because your API is more of a functional approach, we don't have the control to adjust the X,Y,Z properties directly (or any other properties).
This is fine though since we just use interfaces for our objects - for example a our Camera Animator class will have
a 'target' and a 'camera' property which will both be of type IObject3D. We then create a concreted Blend4WebObject3D which just implements IObject3D - that allows us to set x,y,z (or whatever values) then internally in the Blend4WebObject3D we call the appropriate blend4web specific api.
By using the interface above, if for whatever reason we need to change 3D engines, we just need to create classes that implement our IObject3D interface- but our core application code does not need to change.
22 сентября 2015 16:19
I work with serge. We do not want to use your animation, really all we want to do is use blend4web's rendering capabilities and blender export features. We have a system for developing apps and animating. The core of what we want to do is always.
Each frame we have our own render() method where we
This way we can use our own tweening solution to animate the camera target and the camera. Our API allows us to interchange different 3D rendering methods.
Each frame we have our own render() method where we
function render(){
updateCameraTargetTransform();
updateCameraraPosition();
cameraLookAtTarget();
}
This way we can use our own tweening solution to animate the camera target and the camera. Our API allows us to interchange different 3D rendering methods.
function animateToCamera( animationTime, cameraName){
var cam = IScene.getCameraByName(cameraName);
var camTarget= cam.getTarget();
Tween.To(IScene.getCamTarget(), animationTime, {x:camTarget.x, y:camTarget.z, z.camTarget});
Tween.To(IScene.getActiveCamera(), animationTime, {x:cam.x, y:cam.z, z:cam.z});
}
16 июля 2015 20:10
16 июля 2015 17:50