Re: [Vrmlengine-main] compiling issues
Game engine supporting many 3D/2D formats and graphic effects
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From: Michalis K. <mic...@gm...> - 2009-01-18 17:44:07
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da...@la... wrote: > > no cameras defined, the files are at http://vrml.lang.hm/vrml > Ok, looking at both files there (kadota.3ds and kadota-camera.3ds), there indeed seems no camera defined. So behavior of view3dscene seems correct, like said menu "Navigation -> Jump to viewpoint -> Calculated viewpoint to see the whole scene (+Z up)" gets you in somewhat good position. > is there a way to define how high above the surface the camera is? In VRML/X3D, you can define this (and much more). There's no way to encode it in 3ds file (if you know where such info can be found in 3ds format, please tell --- as far as I know, nowhere...). You can convert your 3ds files to VRML ("File -> Save as VRML"), then open the resulting kadota.wrl file in any text editor and add there VRML/X3D nodes specifying camera properties. Desired height above the ground is the second number of NavigationInfo.avatarSize field. You can read VRML 97 or X3D specifications to get a glimpse of all parameters allowed (although I do not handle some newer X3D parameters), see e.g.: http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/nodesRef.html#Viewpoint http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/nodesRef.html#NavigationInfo For example, check out this file: http://michalis.ii.uni.wroc.pl/~michalis/tmp/kadota.wrl.gz It's your kadota.3ds, converted to VRML, and with added by hand NavigationInfo and PerspectiveCamera at the beginning. (PerspectiveCamera content generated by menu item "Console -> Print Current Camera Node (VRML 1.0)".) As you can see, this way we specify default camera parameters, position, moving speed, even the fact that by default view3dscene should enter "Walk" mode with collisions and gravity. Michalis |