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Found 16 results

  1. Good day, Sir. First, I want to say Thanks to everyone, who spent time to read this, I will be glad and happy to hear any advices or notes about this issue. Here is a PG: https://www.babylonjs-playground.com/#AI1MQC#2 Please, hide the SetEnviroment(), getPointsArray() and cameraMoveAnimation() functions bodies to make code more readable, I specially out them from main code. As you can see, there is 2 important lines: 82 and 83. Each points from "points" array is a real data from real project, that is not random numbers. So, the camera should move from: point1 to point2, then p
  2. https://www.babylonjs-playground.com/#PP962K#13 I tried to make rotation from point1 to point2 to point3 in Oxy plane as you can see by coordinates, but after point2 the camera starts to choose a strange path out of Oxy. Why it happens?
  3. Hello, Here's a PG: http://www.babylonjs-playground.com/#A5R1J3 and here's what should happen: The problem is the large cylinder does not "lookAt" the smaller cylinder. The large cylinder is parented to an empty which in turn is parented to an animated mesh and I think that is where the problem is. Is this by design or am I being hard of thinking? Thank you,
  4. Hello, Can mesh.lookAt be hardcoded into a .babylon file? If so, how? I have a few meshes in blender that I would like to use the 'Track To' constraint but I see that these are not supported for meshes in the exporter, whereas they are for cameras. I am hoping I can tweak the Blender > Bablyon exporter. I appreciate I can do the same thing in the js script, but I'd rather have Blender and the exporter do it for me. Cheers,
  5. QUESTION: How to animate many things? GOAL: review ALL types of Animation Options available. Reduce various animations into Patterns or Templates or MINIMUMS. There are great docs on this... what follows are the practices of each. RESULT: Animation-Type-Templates Examples: - eyes to look at stuff - mesh.lookAt() - a generic low-poly arm to grab stuff: bone animation - scene.beginAnimation() import from blender. - a generic IK arm - constraints - a morphing eyebrow - morph targets (minimum). - inter
  6. I know I can't stop gimbal lock but I'd like to avoid the circumstances where it occurs in my application i.e. when a lookAt() call returns a vector close to the zenith. Basically I'd like to clamp the rotational pitch from 0 to 85 degrees, rather than allowing it to ever reach 90 degrees. I see the lookAt method has an optional parameter for pitchCor (pitch correction) but that doesn't seem to do what I want. What I'm thinking at the moment is I need to test the lookAt result to see of it's >= 85 degrees pitch and if so then clamp the pitch back to 85 degrees (without altering ya
  7. Hi Is there something about the Mesh.lookAt method that means it won’t work on imported models? I have a .babylon file exported from my Unity scene. I can select individual meshes using: var mesh=scene.getMeshByName(“someMeshName”) This works because the exporter maintains the Unity GameObject names. Yet, if I then try: box.lookAt(mesh.position); //box is a mesh created with Babylon The “box” object’s rotation never changes. If, however, i create a second box object and make it the target of the lookAt() call, the “box” object’s rotation does change. I’ve ch
  8. Is there a way to tell the back of a mesh.to.lookAt() something? For example, need object to lookAt target point in opposite direction. Any tips? Thx,
  9. mesh.lookAt I want to get x, y, z after rotation What should I do? Mesh.rotation.x gets null
  10. It looks like mesh.lookAt() doesn 't work correctly if either the mesh and/or it's target are parented; is this intended or not? https://www.babylonjs-playground.com/#FZEH1H comment line 27 out for correct behavior.
  11. Trying to do a lookat clamp on both axes, the attached image shows my problem. my goal is to set a mesh to look at some object only if both axes are fall within clamp range. I found similar thread, but only discuss on one axis only. Very appreciated if anyone could provide direction or solution on this problem, thanks~
  12. Hi, Is there a built in way to "lookAt" a point in 3D space, using only 2 coordinates( x and y ). I found a lookAt function from this forum, but that used 3 coordinates which screws up the camera and player orientation. Id like to keep my player's z rotation always at 0.
  13. Edit : problem solved, look below ______ lookAt works well on the view. But the parameter rotation doesn't change staying at 0,0,0. And I need it after to calculate the vector forward in local space of a mesh to moveWithCollision : var forwards = new BABYLON.Vector3(parseFloat(Math.sin(character.rotation.y)) / speedCharacter, gravity, parseFloat(Math.cos(character.rotation.y)) / speedCharacter); forwards.negate(); character.moveWithCollisions(forwards); In the playground, I don't know how to display text to debug and Jsfiddle doesn't work so I p
  14. Hi, i notised this bug a while ago, but never got around to reporting it before now, As shown in the following PG, the mesh.lookAt appears to rotate the mesh and the mesh "looks" at the object, but it doesn't actually update the mesh.rotation. the lookAt target is a sphere aproximately 45* from starting point. PG controls: left mouse click: lookAt & move based on mesh.rotation.y. mouse wheel click: rotate 90* and move based on mesh.rotation.y. right mouse click: move based on starting mesh.rotation.y. http://www.babylonjs-playground.com/#BJZC6#3
  15. Hi, I want a 'Plane' which always should look at Camera, iam using ArcRotateCamera; Note: The Idea is, i have a 3d Building and placed Escalator symols(Plane with escalator symbol as texture) on the floor, these escalator symbols always need to look at the camera. Thanks,
  16. Hey guys, I wanted to use the lookAt function and then get the rotation of the mesh. But it seems the rotation doesn't actually change when using lookAt. Why is that? And is there a way to get the new rotation somehow? http://www.babylonjs-playground.com/#1QM99D
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