JCPalmer Posted February 18, 2016 Share Posted February 18, 2016 I have implemented eyes which are separate meshes. The mesh origins are set in blender to 'Origin to Center of Mass'. Setting each eye to billboard works pretty good, but would like to limit the range. Took a look at AbstractMesh.computeWorldMatrix, but this section is not really intuitive with little code comments. Is this doable? I have made a test page. Ignore the pupil & eye color UI. They are not implemented. Also, do not switch to Random mode right now. Random screws everything up at the moment. Another thing I noticed is it seems billboard mode is more than just rotation. It looks better for longer going left or right than left or right modes. By better, I mean the eye does not violate the face mesh. I can back the eye into the skull slightly when left or right, but anyone know why Billboard mode looks better? Temechon and gryff 2 Quote Link to comment Share on other sites More sharing options...
gryff Posted February 18, 2016 Share Posted February 18, 2016 Great effect Jeff. I had to look hard for the face violation. Really like the follow effect - but somehow limiting the "range" would be nice. Maybe an "anti-follow" effect? cheers, gryff Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 19, 2016 Share Posted February 19, 2016 Billboard is just about rotations. There is no scale or translate. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted February 19, 2016 Author Share Posted February 19, 2016 FYI, test page temporarily disabled for finding out why could not use babylon core. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted February 19, 2016 Author Share Posted February 19, 2016 Ok, the test page works again. I spend the day hacking on AbstractMesh.ComputeWorldMatrix. Came to nothing, but I think I'll finish with the random & leave it for now. I think in what I have planned for this, any time "follow" was employed the camera is not going to be in positions relative to the meshes that will show the flaw. Dilation & eye color can be managed with multiple texture based materials. These probably will not change from load time. @gryff I do not know how to implement "anti-follow". Quote Link to comment Share on other sites More sharing options...
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