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  1. Maybe what you want is Camera.getForwardRay().direction;
  2. dreinzy

    Merging different types of mesh

    Got it. Was missing uvs. https://playground.babylonjs.com/#AGL702#1
  3. I am getting the error: "Cannot merge vertex data that do not have the same set of attributes." when I try to merge a BABYLON.Mesh created using Vertex data with ones created with MeshBuilder. What attributes are different/am I missing? https://playground.babylonjs.com/#AGL702 (Line 26) Thanks
  4. Curiously, the effect doesn't happen if I add a second object and move both of them back and forth at the same time... https://playground.babylonjs.com/#LXF99J#1
  5. Using the action manager's .registerActon and .then, if I start the next interpolation before the previous one finishes, it looks like the last 'frame' briefly flickers while the second one is playing. https://playground.babylonjs.com/#LXF99J Click the sphere to start it moving, click it a second time before it's finished animating to see the effect. Is this the expected behaviour? Is there a way of avoiding it?
  6. dreinzy

    procedural textures question

    I was getting the same 404 error from your last post. Wasn't sure how to structure the folder or where to put the json/fx files. Have since got the effect I was looking for by manipulating uv values, so no worries. Thanks for responding.
  7. dreinzy

    procedural textures question

    Sorry for the post necromancy, but did you ever figure this one out @igitz? I'm having the same issue.
  8. dreinzy

    Transitioning between camera types

    There is something I'm completely missing here. If I take away all inertia and only switch between cameras without setting positions/targets/anything. I expect any change in one camera to have no effect on the other, but this is not the case. Looking around with one camera changes the other's position/direction. https://playground.babylonjs.com/#DF2CNN#2
  9. dreinzy

    Transitioning between camera types

    Using a UniversalCamera instead of a FreeCamera, then using SetTarget after switching partially fixes part 1, although the camera always seems to be facing the way I want it to initially, inertia seems to carry over. https://playground.babylonjs.com/#DF2CNN#1
  10. I would like to be able to switch between ArcRotateCamera and FreeCamera with as little motion as possible. I haven't been able to figure out: 1) How to get the FreeCamera to face the same direction as ArcRotate was when switching. 2) How to remove the 'spinning' effect when switching. You can 'coil' a camera up by rotating it several times and after switching, it 'uncoils' itself by rapidly spinning. I thought that for FreeCameras this number is stored in .rotation.y and .alpha for ArcRotateCameras, but limiting these to ┬▒Math.PI doesn't fix this issue. Don't really want to set inertia to 0 because I like inertia PLAYGROUND LINK