Re: [Vrmlengine-main] compiling issues
Game engine supporting many 3D/2D formats and graphic effects
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From: <da...@la...> - 2009-01-19 00:14:38
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On Sun, 18 Jan 2009, Michalis Kamburelis wrote: > 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. yes, that gets me close to useable. >> 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 I will look through this. it would be very useful if there was a way to move this in the program (insert/delete let you move vertically with gravity turned off) in playing around with this and the kadota-land.3ds file (now on my site) I sometimes end up with the camera eye level a foot or so above ground level and sometimes around 9 feet above ground level it would also be useful if there was a way to change the units in the display from meters to feet for the on-screen displays. > 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. thanks. David Lang |