There are still a few textures, that need optimizing and I still have a ton of questions, but for now Iâm very exited about what you guys will sayâŚ
@carolhmj Yeah, I also like the clay render a lot! We did a small video for FMD in the same style a while back and then we just had to also use it for the virtual fair
@11128 Iâm afraid Iâm not quite sure what you meanâŚ
Iâm glad my architecture has become a source of inspiration for you. In fact, many parts of this project are similar to what Iâm building. I will also have hotspots like you, with things on display. Except mine should have a holographic look.
Jokes apart, congrats. Luv the clay render (I always liked it, since MirrorEdge). A very nice project, I luv it.
@PirateJC NICE! Thanks a lot! We put the babylon logo into the credits (menu â credits) hope, that is okay for you fine Babylon folks?
Also: I loved your pirate-fortress-tutorials! Learned a lot about Babylon animations this way. Thanks for them as well!
@11128 I do not know, what you mean by fade away of the monorail⌠I encountered some weird behavior there. For some #*§$&%ing reason I couldnât get onAnimationGroupEndObservable to trigger, so I started the animation as a loop, used onAnimationGroupLoopObservable then unlooped it, paused it and restarted it again. I know, kinda hacky, but the deadline was coming closer fast Thanks thought, I will have a look at your tip, maybe it will fix the issue.
When youâre working on something similar, have you tried out our beaming-functionality? You can press the m-key for the map (and then klick on a room on the map) or you can press the Search-Icon in the menu (or f-key) and then type something like âquantâ and teleport to the different exhibits. In the testing people seam to like itâŚ
Is there a link where one can have a look?
Thanks again for all the support, Iâm sure this wonât be our last Babylon project!
No, I havenât tested that. Just had a quick move around it before launch. But this sounds awesome. I will have another look tomorrow morning. Meanwhile, one thing I noticed in terms of UX is that when moving with the mouse look I eventually often incidentally click on one of the numerous displays and it opens straight the pop-up. May be a double click on these displays would be better to experience the scene? Just a simple suggestion.
I havenât yet posted a link for this project. Itâs an early stage of dev. But I hope I will soon have made enough progress to start sharing a preview.
Again, you really did a fine job there.
I sure do hope so. We do need projectsof this quality to make BJS grow and also for inspiration.
took it for a spin , looks great well done, oh I happened to hold down the space bar and it made small jumps that kept landing lower than the ground and then I had clipped the geometry and if I used the move keys I then just went into free fall. I cant say it this is the case anywhere in the scene , i didnt test , I walked around outside , then inside , then outside again and it happen there , when testing the jump key, close to the blue car.
Yes and @fab, FYI, I experienced a similar (probably related issue) when using the elevator. After using the elevator and trying to walk out of it on floor 1, I did fall through the elevator ground.
I have now tried the âBeam me in, Scotty â functionality and is real cool (and the map and icons design look real great, congrats).
I would have one small suggestion in terms of UX (if I can allow myself). Double-clicking or pressing âenterâ upon selection of an area should ALSO validate this choice. It doesnât feel natural for me having to close the map to move this location to validate my new position.
Also, assigning escape âESCâ to close the map (or any pop-up or setting screen) I believe would benefit the UX. My opinion only. Take it or leave it. No offense.
And then again, âDieses Projekt is megaâŚauch vom Inhalt aller angezeigten Informationenâ
Edit: OK, I do have a couple more comments. First the first person camera. When looking straight at a silhouette in the scene, it seems like the camera is located more at shoulders height than eyes heights. I also have this feeling of being a dwarf or a kid when moving in the scene, especially when passing though doors. May be the camera should be a bit higher? Next, trying to avoid my issue with the left-click for holding the mouse view, I switched to right click. So, I noticed that the right click has the same effect. Probably, one of these should not trigger the interaction with things on display (eventually in the setting, the user could choose to interact with either or even with an alternate key (i.e. âEâ or âFâ which are commonly used in games). Again, simple comments and suggestions.