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  1. Hi, I have a scene with 4 models that can be seen through ArcRotateCamera rotation, nothing fancy but I need to give it a shape similar to: https://www.jqueryscript.net/demo/3D-Rotating-Carousel-Plugin-with-jQuery-three-js-Image-Gallery-Threejs/ Where the sides look a bit crowded showing the model at center with more presence. Is there any way I can achieve it? maybe with somekind of distortion? Thank you.
  2. Hello everyone, this is my first post here, so please don't be too harsh on my mistakes! Just started with Babylon JS a few weeks ago... I'm trying to build a concept showcase based on Babylon JS - will eventually create a link in the Demos and Projects section next wheek when something reasonable becomes available. The goal is to create a hierarchical data definition and data presentation system (where one can create the definitions of data items and the relations between them) and than can start using these to input real data. Like defining the META descriptions of a GraphQL-like s
  3. Hi guys! I find a problem that i can't make the arcrotateccamera rotate to the nearest 'destination'. here is the PlayGround. https://www.babylonjs-playground.com/#RVZ1O#2 Rotate several circles around the center, then click the purple button. You will find meshes rotate back quickly to the original position before rotation. I want the purple button rotate to the position which camera.alpha=0 or PI but not rotate to the original position(for instance, the button just rotate a angle about -PI/2).
  4. I'm trying to navigate a mesh with the arcrotatecamera using Firefox on a Surface Book, but the touch is doing some weird things where if i try to alternate between zooming in and out, and gets stuck. What can I do? https://www.babylonjs-playground.com/#12WBC#69
  5. 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 rea
  6. I am unable to modify (increase) the idleRotationSpeed of my ArcRotateCamera. I tried adjusting the values of speed.idleRotationSpeed but to no avail; the arc rotation camera always circles the object at the same rate. Here is a code snippet: var camera = new BABYLON.ArcRotateCamera("arcCam", 10,1,30, BABYLON.Vector3.Zero(),scene); camera.attachControl(canvas,true); camera.upperBetaLimit = Math.PI / 2; camera.lowerRadiusLimit = 4; var speed = new BABYLON.AutoRotationBehavior("camera",scene); speed.idleRotationSpeed = 0.01; spee
  7. This is a third-person shooter demo. If you like it, please give me stat. It USES babylonjs, such as ArcRotateCamera. github: https://github.com/renjianfeng/BabylonTPSDemo github.io:https://renjianfeng.github.io/BabylonTPSDemo/example/index.html
  8. Hi All, It seems that when I try to rotate the beta value manually, it never goes in a full circle. It always stop at the value of -0.021415926535897932 and 3.173 and it doesn't seem to form a full circle connecting line. (those 2 value is not at the same location or even close) Is there anyway for me to make the ArcRotateCamera to follow and face the back of the player? Thanks
  9. Hi, i am loading a STL file as described in https://doc.babylonjs.com/extensions/stl My aim is to use the ArcRotateCamera to view, rotate, zoom the 3D Modell. Is based my code on this example (http://www.babylonjs-playground.com/#1GM4YQ) and replaced the Import Mesh part with the STL import. Therefore hand.js and babylon.stlFileLoader.js are imported. The STL files are in binary and ascii (i tried both). Please find the example STL files (just a cube) attached. Here the code: <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type"
  10. Are there any way to enable touch panning for ArcRotateCamera? now we have 1 finger rotate,2 finger zoom,maybe 3 finger for panning?
  11. Hey Guys! I have a video demo of what my build, What i'm struggling with is how to make it seem flatter when panning from left to right and hiding the fact you can see the edges or the circle the sprites are positioned in and can tell they are coming round in a circle not across a flat image, which is the effect i'm after. Here is a youtube video of my current build, and a babylon playground with broken textures (sorry!) to view how i'm going about the build! Playground: https://playground.babylonjs.com/#IDDZ4K Youtube:
  12. At least in the case of an ArcRotateCamera, the scene objects are not visible if the initial position of the camera is Vector3(0, 10, 0), or directly above. If its Z position is set even a fraction off of zero, there is no problem. http://www.babylonjs-playground.com/#JLPAE#138
  13. The arguments in the attachControl() method for ArcRotateCamera do not seem to behave as described in the documentation. I am unable to achieve what I could before 3.0. Prevent default seems to be affected by whether "useCtrlForPanning" is true. I can't get the RMB to pan at all, as I could the previous version. please toy with the booleans and see what I mean. http://www.babylonjs-playground.com/index.html#6QH6SN Ideally, I would have the RMB and ctrl+LMB both panning, with no menu showing up on RMB click. At the very least, I would like to be able to disable the right
  14. I want to use an ArcRotateCamera where the position and direction of the camera is determined by a parent object like in this rollercoaster playground where the player can additionally look around. So far so good, thaks to the creator @jerome I guess. I'd like to extend this szenario with a barrel distorted stereo output (using cameraRigMode_VR), but parenting the camera to an object (wagon in case of the playground) does not work, stereo output works, but no parenting. Can someone give me a hint please? Thanks in advance
  15. Hello BJS sorcerers, I am in need of your voodoo once again! I am using an arcRotateCamera. I have some hidden boxes that I am using as colliders the camera can pass through. Here is the lowdown: camera is outside of the party box camera is inside the party box so it makes a little love, does a little dance, and gets down tonight and sends a message to angular "im at the party" (true) camera leaves the party box. stops with the love making, no more dancing - it only cries itself to sleep, and sends a message to angular "i left the party" (false) I am using .onCo
  16. Hi, I have created the object on Babylon Js and can able to rotate and view the object using arc rotate camera. My requirement is: 1. I positioned the camera on some position. 2. When the user click and move the mouse on canvas, can able to rotate the object. I have done the above things Whenever the user release the mouse on canvas while rotating, the camera back to the default position of initial stage.----> This is my requirement. Can anyone help on this?
  17. Hello everyone! I'm new with babylon.js and now I'm trying to make a third person shooter game. The idea is to make an ArcRotateCamera that is able to perform unlimited alpha rotation. However, I'm struggling with the mouse cursor as it has a limited movement (that is the border of the browser), making an unlimited alpha rotation impossible. Is there any way to make it possible? Thank you in advance
  18. I have an ArcRotateCamera targeted on a sphere like this: camera = new BABYLON.ArcRotateCamera("camera", 0, 0, 10, BABYLON.Vector3.Zero(), scene); earth = BABYLON.Mesh.CreateSphere("earth", 16, 2, scene); After clicking on the sphere at point P1 = (x1, y1, z1) , I'd like for the camera to animate in a way that it would change its focus directed at P1. Ideally I would like the camera to animate to a new position P2 = (x1 * 2, y1 * 2, z1 * 2) but I realized that I need to animate an arcRotateCamera using its alpha, beta and radius. So my question is how can I convert P2 position to i
  19. Hello everyone! I know there is a function .setPosition but I want to know this... Let's make my camera is at Vector3(0, 0, 100). The user move the camera wherever he wants. With a button I want the camera go back to Vector3(0, 0, 100), but not in a frame, but smoothly... how can i do it? Or, even better, how can I move the camera to a specific point calculating the fastest route and assigning a velocity? For me the problem is that the route is not a line, but a curve and I don't know how to calculate it. Or maybe in BabylonJS there are other ways to accomplish it! I hope I've been cle
  20. Hi, I'm having problems with the ArcRotateCamera following a moving object. I decided to make an example in jsfiddle In the demo you can left mouse button click on the ground and the sphere will move towards that position. During the movement you should be able to rotate the camera with right mouse button, this doesn't work for some reason? Now I know what you are thinking, why not make a playground example? Well I did but for some strange reason it works in the playground while using the same version of babylon. The playground example I might be ab
  21. Hi! I'm using the right click to move the camera around, but I wanted to limit that movement/panning/translation. For exemple, when the camera/object/mouse hits the margin of the screen, it "kind of" locks it, and doesn't allow the objects in the scene to get out of sight. http://www.babylonjs-playground.com/#0XK6K2 by the way, for some reason I can't use use the right click in the playground... Thanks!
  22. I am working on babylon for few days. and I am a beginner level on 3d libraries. I changed the upVector of ArcRotaionCamera. and now the z Axis is pointing up. but while dragging the mouse to move around it not working as expected. is there a way around this?
  23. Hi, I would like to understand a strange behavior of my camera and how to prevent it. Let me explain. I have a mesh that I like to see from different point of views with an ArcRotateCamera. If collisions are enabled, if the camera move from viewpoint1 to viewpoint2 and the translation between these 2 points intersects the mesh, the new camera position is not the expected one. If collisions are disabled, it works. If the translation doesn't intersect the mesh, it also works. Here is a PG to illustrate my issue : you can change viewpoints by pressing keys '1', '2', '3', '4'
  24. Hello, I'm new to Babylon.js and I'm looking for a way to use the ArcRotateCamera AND move its target by arrow keys for example. I would like to rotate the camera around the scene and also to be able to look closely to left bottom corner for instance. Is it possible or am I making stuff up? Thank you :-)
  25. Hello everyone, I'm currently building an object viewer with BJS that utilizes a single ArcRotateCamera. I had to create manual control buttons for the camera, because apparently it can't be expected of the average web user to know how the simple concept of drag and drop works. So, I built 6 button to rotate the camera up, down, left and right and zoom in and out. The beta axis needed some special attention, because the application's state machine can have a state where upperBetaLimit and lowerBetaLimit are null, so the user can rotate past the top / bottom. This works fine with the mouse
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