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About matthewharwood

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  1. Caveat, I haven't tried this yet it's just a thought and am curious feasibility. Webpack 2 / Rollup Have build systems that tree shakes es6/typescript modules. Is it possible to build a BabylonJS project from BabylonJS src/ directory, and import modules individually to get the smallest bundle possible, or is it more problems than it's worth, or just not possible? Thanks!
  2. @Pryme8 Bleh... through my poor research seems like BABYLON.Vector3.Lerp() is a static method of the Animation class; might we use that than the complicated math? BABYLON.Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) { return BABYLON.Vector3.Lerp(startValue, endValue, gradient); }; But the more I look into it, it just seems like granularity is unnecessary? It appears that the basic interpolation + blending is good and free( @Deltakosh could maybe shed light on this?) I checked out the rollercoaster example and the problem again is that
  3. @Pryme8 I'll give this a closer look cuz this doesnt make much sense yet.
  4. @Pryme8 Given my playground example how could I do the animation blending so that on click it actually does the blend? http://www.babylonjs-playground.com/#2BLI9T#112. Sans the messyness of the names of objects and props, I feel like my logic is sound. I read the blending docs and gave it my best but I just don't get it.
  5. http://www.babylonjs-playground.com/#2BLI9T#112 @Deltakosh Here's a sample of two spheres that need to be blended when you click on the FPS counter. The first animations works; however, the blend doesnt. I think my logic makes sense but syntax is inncorrect.
  6. @Pryme8 With your Camera Boom demos, I tried to clear the path with just setting to empty array and adding new paths. Onclick, the animation wont cancel or run the second set of paths. Any ideas on what I'm doing wrong? Demo: http://www.babylonjs-playground.com/#AGOCE#14. @Deltakosh Is there anyway to this Camera Boom-esq interaction with only Animation w/bending?
  7. @Deltakosh I've updated the playground link slightly here http://www.babylonjs-playground.com/#2BLI9T#109 @Pryme8 , I'll read the camera boom prototype tonight. It looks like I can learn a lot from that. At a glance the camera boom prototypes may not solve my problems because there will be a potential infinite* amount of paths because on click animations could be cancelled mid keyframe and sent to a new destination point. I feel like my playground example has the logic but misses syntax on how to blend these animations with their destination points.
  8. @Deltakosh For the life of me, I cannot figure this out. http://www.babylonjs-playground.com/#2BLI9T#107. I'm missing something fundamental. I've created a function that will return keys based on the current position of the camera and a static final destination of the camera. on Click Event the fpsbtn, I create a new animation, set blend, create new keys, set key, reset animations, stop previous animations, and begin new animation. This code is based on the blending playground demo. Unfortunately this code creates a blink of the mesh sphere; moreover, it doesn't seem to transition the camera
  9. Thanks for the quick answer. I'll give this another shot after work. From the blending tuts and your explanation, If I understand correctly, Do I need to just create a new animation and blend ? If so couldn't I just move the animation into the click event? http://www.babylonjs-playground.com/#2BLI9T#84 Or I need to stopAnimation(prevCamera), create a new camera, add animation to that camera, push keys frame to new camera, and scene.beginDirectAnimation.
  10. I want to animate a camera between two points. Think of it like a camera on rails. A bit more tricky is that the rails are interconnected. e.g. Point: A moves to B moves to C moves to A moves to D etc. Therefore, any combination could work. In my local example, I have an event that will trigger this switch. For this example lets just use a click or interval to iterate. PROBLEM/QUESTION: How can I reset/append the keyframes of an animation? Typically my logic will either not run or replay the same animation. http://www.babylonjs-playground.com/#U4FO3#6 I hope, thi
  11. @Deltakosh You're amazing man... Check this out. http://www.babylonjs-playground.com/#RF9W9#294
  12. @Deltakosh Thats exactly what I was looking for with a few exceptions, Sample code: http://www.babylonjs-playground.com/#203BJM#5 1. Is it possible to apply it to the BABYLON.Mesh.CreateLines()? if not, any ideas on how you would approach creating a crazy mesh like I have below with a different type of geometry? for (var u = 0; u <= 2*Math.PI; u += incrementer){ for( var v = 0; v <= 2*Math.PI; v += incrementer){ points.push(new BABYLON.Vector3( Math.sin(u)*10*(Math.cos(v)), Math.sin(v)+Math.cos(u)*10*(Math.c
  13. How would I project a standard 16:9 video onto multiple Babylon mesh (live code) (sample meshs in pink bg, teal lines, gray sphere image below); as if, the camera was a projector and the mesh was an object in a space ? The results I'm looking for is that the video would serve more as a gradient of colors to the mesh or on the otherhand a distortion to the video itself. Hope this makes sense, I've attached an image from cinema 4d on the concept I'm taking about. If you know how to answer this question: http://stackoverflow.com/questions/36852783/how-to
  14. Hey deltakosh! Thanks for the welcoming!! And thank you for being so quick in your response!!! Yeah I thought I could do the short timeout. It just bothered me so I didn't try lol. but the timeout will satisfy my curiosity, so thanks for the confidence. I have lots more questions as I stumble through learning babylonjs. Looking forward to hearing from you more
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