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Hello,
I have tried the Slider widget on the 2D, and did a 0 to 360° to rotate my 3D model, but the thing is i put images on the 3D Canvas that don't rotate, even if i bind the slider with them ( they rotate around themeselve and not around the 3D model).
So i would like to know if there's a possibility to "merge" the 3D model with images so it would be considered as one big model, that will rotate all the component, or if there's another solution to this problem.
I thanks you for taking time to answer me.
Solved! Go to Solution.
// $scope, $element, $attrs, $injector, $sce, $timeout, $http, $ionicPopup, and $ionicPopover services are available
let sin = Math.sin;
let cos = Math.cos
let PI = 3.141;
var stack = [];
// Information needed for rotation
class WidgetInfo
{
constructor(initialX,initialY,initialZ,name){
this.initialX = initialX;
this.initialY = initialY;
this.initialZ = initialZ;
this.name = name;
}
}
$scope.GetScaleMatrix = function(w,h,d) {
return [
w, 0, 0, 0,
0, h, 0, 0,
0, 0, d, 0,
0, 0, 0, 1
];
}
$scope.GetRotationMatrixAroundXAxis = function(a) {
a = a * (3.141 / 180);
return [
1, 0, 0, 0,
0, cos(a), -sin(a), 0,
0, sin(a), cos(a), 0,
0, 0, 0, 1
];
}
$scope.GetRotationMatrixAroundYAxis = function(a) {
a = a * (3.141 / 180);
return [
cos(a), 0, sin(a), 0,
0, 1, 0, 0,
-sin(a), 0, cos(a), 0,
0, 0, 0, 1
];
}
$scope.GetRotationMatrixAroundZAxis = function(a) {
a = a * (3.141 / 180);
return [
cos(a), -sin(a), 0, 0,
sin(a), cos(a), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
}
$scope.GetTranslationMatrix = function(x,y,z) {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
x, y, z, 1
];
}
$scope.GetIdentityMatrix = function() {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
}
function multiplyMatrixAndPoint(matrix, point) {
// Give a simple variable name to each part of the matrix, a column and row number
let c0r0 = matrix[ 0], c1r0 = matrix[ 1], c2r0 = matrix[ 2], c3r0 = matrix[ 3];
let c0r1 = matrix[ 4], c1r1 = matrix[ 5], c2r1 = matrix[ 6], c3r1 = matrix[ 7];
let c0r2 = matrix[ 8], c1r2 = matrix[ 9], c2r2 = matrix[10], c3r2 = matrix[11];
let c0r3 = matrix[12], c1r3 = matrix[13], c2r3 = matrix[14], c3r3 = matrix[15];
// Now set some simple names for the point
let x = point[0];
let y = point[1];
let z = point[2];
let w = point[3];
// Multiply the point against each part of the 1st column, then add together
let resultX = (x * c0r0) + (y * c0r1) + (z * c0r2) + (w * c0r3);
// Multiply the point against each part of the 2nd column, then add together
let resultY = (x * c1r0) + (y * c1r1) + (z * c1r2) + (w * c1r3);
// Multiply the point against each part of the 3rd column, then add together
let resultZ = (x * c2r0) + (y * c2r1) + (z * c2r2) + (w * c2r3);
// Multiply the point against each part of the 4th column, then add together
let resultW = (x * c3r0) + (y * c3r1) + (z * c3r2) + (w * c3r3);
return [resultX, resultY, resultZ, resultW];
}
function multiplyMatrices(matrixA, matrixB) {
// Slice the second matrix up into rows
let row0 = [matrixB[ 0], matrixB[ 1], matrixB[ 2], matrixB[ 3]];
let row1 = [matrixB[ 4], matrixB[ 5], matrixB[ 6], matrixB[ 7]];
let row2 = [matrixB[ 8], matrixB[ 9], matrixB[10], matrixB[11]];
let row3 = [matrixB[12], matrixB[13], matrixB[14], matrixB[15]];
// Multiply each row by matrixA
let result0 = multiplyMatrixAndPoint(matrixA, row0);
let result1 = multiplyMatrixAndPoint(matrixA, row1);
let result2 = multiplyMatrixAndPoint(matrixA, row2);
let result3 = multiplyMatrixAndPoint(matrixA, row3);
// Turn the result rows back into a single matrix
return [
result0[0], result0[1], result0[2], result0[3],
result1[0], result1[1], result1[2], result1[3],
result2[0], result2[1], result2[2], result2[3],
result3[0], result3[1], result3[2], result3[3]
];
}
$scope.UpdateImagePosition = function() {
let transformMatrix = $scope.GetIdentityMatrix();
for(i=0; i<stack.length; i++)
{
name = stack[i].name;
initialX = stack[i].initialX;
initialY = stack[i].initialY;
initialZ = stack[i].initialZ;
let transformMatrix = $scope.GetIdentityMatrix();
transformMatrix = multiplyMatrices(transformMatrix , $scope.GetTranslationMatrix( $scope.view.wdg['model-1'].x, $scope.view.wdg['model-1'].y,$scope.view.wdg['model-1'].z));
transformMatrix = multiplyMatrices(transformMatrix , $scope.GetRotationMatrixAroundYAxis(-$scope.view.wdg['model-1'].ry));
transformMatrix = multiplyMatrices(transformMatrix , $scope.GetTranslationMatrix( initialX, initialY, initialZ));
$scope.view.wdg[name].x = transformMatrix [12];
$scope.view.wdg[name].y = transformMatrix [13];
$scope.view.wdg[name].z = transformMatrix [14];
}
$scope.intervalPromise = $interval($scope.UpdateImagePosition, 100, 1, true);
}
$scope.UpdateTimer = function() {
}
$scope.init = function() {
$scope.AddWidgetToRotateSystem('3DImage-1');
$scope.AddWidgetToRotateSystem('3DImage-2');
$scope.UpdateImagePosition();
}
$scope.AddWidgetToRotateSystem = function(name)
{
widgetInfo = new WidgetInfo($scope.view.wdg[name].x,$scope.view.wdg[name].y,$scope.view.wdg[name].z,name);
stack.push(widgetInfo);
}
angular.element(document).ready(function () {
$scope.init();
});
I made it so that in the Init function you can add all the images that you want to rotate.
This approach is good becasue you are not forced to rotate all the widgets, instead you rotate only the ones you need.
You can see in the video below that I am rotating 2/3 3D images.
Hello, is the behaviour in the video what you are looking for?
In this case, it might be a bit complicated.
We need to use a so-called transformation matrix in order to relatively translate the 3D Image around the arm.
You can find more about these here:
https://www.tutorialspoint.com/computer_graphics/3d_transformation.htm
https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web
The code I used is here ( I also uploaded the project if you want to take a deeper look):
// $scope, $element, $attrs, $injector, $sce, $timeout, $http, $ionicPopup, and $ionicPopover services are available
let sin = Math.sin;
let cos = Math.cos
let PI = 3.141;
var initialY, initialZ;
$scope.GetScaleMatrix = function(w,h,d) {
return [
w, 0, 0, 0,
0, h, 0, 0,
0, 0, d, 0,
0, 0, 0, 1
];
}
$scope.GetRotationMatrixAroundXAxis = function(a) {
a = a * (3.141 / 180);
return [
1, 0, 0, 0,
0, cos(a), -sin(a), 0,
0, sin(a), cos(a), 0,
0, 0, 0, 1
];
}
$scope.GetRotationMatrixAroundYAxis = function(a) {
a = a * (3.141 / 180);
return [
cos(a), 0, sin(a), 0,
0, 1, 0, 0,
-sin(a), 0, cos(a), 0,
0, 0, 0, 1
];
}
$scope.GetRotationMatrixAroundZAxis = function(a) {
a = a * (3.141 / 180);
return [
cos(a), -sin(a), 0, 0,
sin(a), cos(a), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
}
$scope.GetTranslationMatrix = function(x,y,z) {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
x, y, z, 1
];
}
$scope.GetIdentityMatrix = function() {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
}
function multiplyMatrixAndPoint(matrix, point) {
// Give a simple variable name to each part of the matrix, a column and row number
let c0r0 = matrix[ 0], c1r0 = matrix[ 1], c2r0 = matrix[ 2], c3r0 = matrix[ 3];
let c0r1 = matrix[ 4], c1r1 = matrix[ 5], c2r1 = matrix[ 6], c3r1 = matrix[ 7];
let c0r2 = matrix[ 8], c1r2 = matrix[ 9], c2r2 = matrix[10], c3r2 = matrix[11];
let c0r3 = matrix[12], c1r3 = matrix[13], c2r3 = matrix[14], c3r3 = matrix[15];
// Now set some simple names for the point
let x = point[0];
let y = point[1];
let z = point[2];
let w = point[3];
// Multiply the point against each part of the 1st column, then add together
let resultX = (x * c0r0) + (y * c0r1) + (z * c0r2) + (w * c0r3);
// Multiply the point against each part of the 2nd column, then add together
let resultY = (x * c1r0) + (y * c1r1) + (z * c1r2) + (w * c1r3);
// Multiply the point against each part of the 3rd column, then add together
let resultZ = (x * c2r0) + (y * c2r1) + (z * c2r2) + (w * c2r3);
// Multiply the point against each part of the 4th column, then add together
let resultW = (x * c3r0) + (y * c3r1) + (z * c3r2) + (w * c3r3);
return [resultX, resultY, resultZ, resultW];
}
function multiplyMatrices(matrixA, matrixB) {
// Slice the second matrix up into rows
let row0 = [matrixB[ 0], matrixB[ 1], matrixB[ 2], matrixB[ 3]];
let row1 = [matrixB[ 4], matrixB[ 5], matrixB[ 6], matrixB[ 7]];
let row2 = [matrixB[ 8], matrixB[ 9], matrixB[10], matrixB[11]];
let row3 = [matrixB[12], matrixB[13], matrixB[14], matrixB[15]];
// Multiply each row by matrixA
let result0 = multiplyMatrixAndPoint(matrixA, row0);
let result1 = multiplyMatrixAndPoint(matrixA, row1);
let result2 = multiplyMatrixAndPoint(matrixA, row2);
let result3 = multiplyMatrixAndPoint(matrixA, row3);
// Turn the result rows back into a single matrix
return [
result0[0], result0[1], result0[2], result0[3],
result1[0], result1[1], result1[2], result1[3],
result2[0], result2[1], result2[2], result2[3],
result3[0], result3[1], result3[2], result3[3]
];
}
$scope.UpdateImagePosition = function() {
let transformMatrix = $scope.GetIdentityMatrix();
transformMatrix = multiplyMatrices(transformMatrix , $scope.GetTranslationMatrix( $scope.view.wdg['model-1'].x, $scope.view.wdg['model-1'].y,$scope.view.wdg['model-1'].z));
transformMatrix = multiplyMatrices(transformMatrix , $scope.GetRotationMatrixAroundYAxis(-$scope.view.wdg['model-1'].ry));
transformMatrix = multiplyMatrices(transformMatrix , $scope.GetTranslationMatrix( 0, initialY, initialZ));
$scope.view.wdg['3DImage-1'].x = transformMatrix [12];
$scope.view.wdg['3DImage-1'].y = transformMatrix [13];
$scope.view.wdg['3DImage-1'].z = transformMatrix [14];
$scope.intervalPromise = $interval($scope.UpdateImagePosition, 100, 1, true);
}
$scope.UpdateTimer = function() {
}
$scope.init = function() {
initialY = $scope.view.wdg['3DImage-1'].y;
initialZ = $scope.view.wdg['3DImage-1'].z;
$scope.UpdateImagePosition();
}
angular.element(document).ready(function () {
$scope.init();
});
Hello,
First of all i want to thank you for the reponse.
I have encoutered 2 problems with your solution:
1- When i put the code, it translates the image to the 0 of the X axis
2- I can't rotate more than 1 image at the same time even if i copy the last function and replace the 3D-image 1 by 3D-image 2, it seems to take in account only the last functions i copy paste.
I wanna also say that it revolves correctly around the Y axis like i want.
Thank You,
// $scope, $element, $attrs, $injector, $sce, $timeout, $http, $ionicPopup, and $ionicPopover services are available
let sin = Math.sin;
let cos = Math.cos
let PI = 3.141;
var initialX, initialY, initialZ;
$scope.GetScaleMatrix = function(w,h,d) {
return [
w, 0, 0, 0,
0, h, 0, 0,
0, 0, d, 0,
0, 0, 0, 1
];
}
$scope.GetRotationMatrixAroundXAxis = function(a) {
a = a * (3.141 / 180);
return [
1, 0, 0, 0,
0, cos(a), -sin(a), 0,
0, sin(a), cos(a), 0,
0, 0, 0, 1
];
}
$scope.GetRotationMatrixAroundYAxis = function(a) {
a = a * (3.141 / 180);
return [
cos(a), 0, sin(a), 0,
0, 1, 0, 0,
-sin(a), 0, cos(a), 0,
0, 0, 0, 1
];
}
$scope.GetRotationMatrixAroundZAxis = function(a) {
a = a * (3.141 / 180);
return [
cos(a), -sin(a), 0, 0,
sin(a), cos(a), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
}
$scope.GetTranslationMatrix = function(x,y,z) {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
x, y, z, 1
];
}
$scope.GetIdentityMatrix = function() {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
}
function multiplyMatrixAndPoint(matrix, point) {
// Give a simple variable name to each part of the matrix, a column and row number
let c0r0 = matrix[ 0], c1r0 = matrix[ 1], c2r0 = matrix[ 2], c3r0 = matrix[ 3];
let c0r1 = matrix[ 4], c1r1 = matrix[ 5], c2r1 = matrix[ 6], c3r1 = matrix[ 7];
let c0r2 = matrix[ 8], c1r2 = matrix[ 9], c2r2 = matrix[10], c3r2 = matrix[11];
let c0r3 = matrix[12], c1r3 = matrix[13], c2r3 = matrix[14], c3r3 = matrix[15];
// Now set some simple names for the point
let x = point[0];
let y = point[1];
let z = point[2];
let w = point[3];
// Multiply the point against each part of the 1st column, then add together
let resultX = (x * c0r0) + (y * c0r1) + (z * c0r2) + (w * c0r3);
// Multiply the point against each part of the 2nd column, then add together
let resultY = (x * c1r0) + (y * c1r1) + (z * c1r2) + (w * c1r3);
// Multiply the point against each part of the 3rd column, then add together
let resultZ = (x * c2r0) + (y * c2r1) + (z * c2r2) + (w * c2r3);
// Multiply the point against each part of the 4th column, then add together
let resultW = (x * c3r0) + (y * c3r1) + (z * c3r2) + (w * c3r3);
return [resultX, resultY, resultZ, resultW];
}
function multiplyMatrices(matrixA, matrixB) {
// Slice the second matrix up into rows
let row0 = [matrixB[ 0], matrixB[ 1], matrixB[ 2], matrixB[ 3]];
let row1 = [matrixB[ 4], matrixB[ 5], matrixB[ 6], matrixB[ 7]];
let row2 = [matrixB[ 8], matrixB[ 9], matrixB[10], matrixB[11]];
let row3 = [matrixB[12], matrixB[13], matrixB[14], matrixB[15]];
// Multiply each row by matrixA
let result0 = multiplyMatrixAndPoint(matrixA, row0);
let result1 = multiplyMatrixAndPoint(matrixA, row1);
let result2 = multiplyMatrixAndPoint(matrixA, row2);
let result3 = multiplyMatrixAndPoint(matrixA, row3);
// Turn the result rows back into a single matrix
return [
result0[0], result0[1], result0[2], result0[3],
result1[0], result1[1], result1[2], result1[3],
result2[0], result2[1], result2[2], result2[3],
result3[0], result3[1], result3[2], result3[3]
];
}
$scope.UpdateImagePosition = function() {
let transformMatrix = $scope.GetIdentityMatrix();
transformMatrix = multiplyMatrices(transformMatrix , $scope.GetTranslationMatrix( $scope.view.wdg['model-1'].x, $scope.view.wdg['model-1'].y,$scope.view.wdg['model-1'].z));
transformMatrix = multiplyMatrices(transformMatrix , $scope.GetRotationMatrixAroundYAxis(-$scope.view.wdg['model-1'].ry));
transformMatrix = multiplyMatrices(transformMatrix , $scope.GetTranslationMatrix( initialX, initialY, initialZ));
$scope.view.wdg['3DImage-1'].x = transformMatrix [12];
$scope.view.wdg['3DImage-1'].y = transformMatrix [13];
$scope.view.wdg['3DImage-1'].z = transformMatrix [14];
$scope.intervalPromise = $interval($scope.UpdateImagePosition, 100, 1, true);
}
$scope.UpdateTimer = function() {
}
$scope.init = function() {
initialX = $scope.view.wdg['3DImage-1'].x;
initialY = $scope.view.wdg['3DImage-1'].y;
initialZ = $scope.view.wdg['3DImage-1'].z;
$scope.UpdateImagePosition();
}
angular.element(document).ready(function () {
$scope.init();
});
Try it now, this should fix the x axe.
Also, I am working at a more generic code which will allow you to add any number of images with a single line of code for each. Will post soon.
Hello again
, i think i have found a more simple and more ' stupid ' solution to my problem, but i'm still interested in your code for further experiences. The solution is to link the rotation of the slider to the thingmark, so all the component will revolve around the axis chosen. It works the same for zoom, you can link it to the width of your thingmark to zoom your model (exept the 3D images don't get zoomed even if they move accordinly), and it works fine for the translation.
// $scope, $element, $attrs, $injector, $sce, $timeout, $http, $ionicPopup, and $ionicPopover services are available
let sin = Math.sin;
let cos = Math.cos
let PI = 3.141;
var stack = [];
// Information needed for rotation
class WidgetInfo
{
constructor(initialX,initialY,initialZ,name){
this.initialX = initialX;
this.initialY = initialY;
this.initialZ = initialZ;
this.name = name;
}
}
$scope.GetScaleMatrix = function(w,h,d) {
return [
w, 0, 0, 0,
0, h, 0, 0,
0, 0, d, 0,
0, 0, 0, 1
];
}
$scope.GetRotationMatrixAroundXAxis = function(a) {
a = a * (3.141 / 180);
return [
1, 0, 0, 0,
0, cos(a), -sin(a), 0,
0, sin(a), cos(a), 0,
0, 0, 0, 1
];
}
$scope.GetRotationMatrixAroundYAxis = function(a) {
a = a * (3.141 / 180);
return [
cos(a), 0, sin(a), 0,
0, 1, 0, 0,
-sin(a), 0, cos(a), 0,
0, 0, 0, 1
];
}
$scope.GetRotationMatrixAroundZAxis = function(a) {
a = a * (3.141 / 180);
return [
cos(a), -sin(a), 0, 0,
sin(a), cos(a), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
}
$scope.GetTranslationMatrix = function(x,y,z) {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
x, y, z, 1
];
}
$scope.GetIdentityMatrix = function() {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
}
function multiplyMatrixAndPoint(matrix, point) {
// Give a simple variable name to each part of the matrix, a column and row number
let c0r0 = matrix[ 0], c1r0 = matrix[ 1], c2r0 = matrix[ 2], c3r0 = matrix[ 3];
let c0r1 = matrix[ 4], c1r1 = matrix[ 5], c2r1 = matrix[ 6], c3r1 = matrix[ 7];
let c0r2 = matrix[ 8], c1r2 = matrix[ 9], c2r2 = matrix[10], c3r2 = matrix[11];
let c0r3 = matrix[12], c1r3 = matrix[13], c2r3 = matrix[14], c3r3 = matrix[15];
// Now set some simple names for the point
let x = point[0];
let y = point[1];
let z = point[2];
let w = point[3];
// Multiply the point against each part of the 1st column, then add together
let resultX = (x * c0r0) + (y * c0r1) + (z * c0r2) + (w * c0r3);
// Multiply the point against each part of the 2nd column, then add together
let resultY = (x * c1r0) + (y * c1r1) + (z * c1r2) + (w * c1r3);
// Multiply the point against each part of the 3rd column, then add together
let resultZ = (x * c2r0) + (y * c2r1) + (z * c2r2) + (w * c2r3);
// Multiply the point against each part of the 4th column, then add together
let resultW = (x * c3r0) + (y * c3r1) + (z * c3r2) + (w * c3r3);
return [resultX, resultY, resultZ, resultW];
}
function multiplyMatrices(matrixA, matrixB) {
// Slice the second matrix up into rows
let row0 = [matrixB[ 0], matrixB[ 1], matrixB[ 2], matrixB[ 3]];
let row1 = [matrixB[ 4], matrixB[ 5], matrixB[ 6], matrixB[ 7]];
let row2 = [matrixB[ 8], matrixB[ 9], matrixB[10], matrixB[11]];
let row3 = [matrixB[12], matrixB[13], matrixB[14], matrixB[15]];
// Multiply each row by matrixA
let result0 = multiplyMatrixAndPoint(matrixA, row0);
let result1 = multiplyMatrixAndPoint(matrixA, row1);
let result2 = multiplyMatrixAndPoint(matrixA, row2);
let result3 = multiplyMatrixAndPoint(matrixA, row3);
// Turn the result rows back into a single matrix
return [
result0[0], result0[1], result0[2], result0[3],
result1[0], result1[1], result1[2], result1[3],
result2[0], result2[1], result2[2], result2[3],
result3[0], result3[1], result3[2], result3[3]
];
}
$scope.UpdateImagePosition = function() {
let transformMatrix = $scope.GetIdentityMatrix();
for(i=0; i<stack.length; i++)
{
name = stack[i].name;
initialX = stack[i].initialX;
initialY = stack[i].initialY;
initialZ = stack[i].initialZ;
let transformMatrix = $scope.GetIdentityMatrix();
transformMatrix = multiplyMatrices(transformMatrix , $scope.GetTranslationMatrix( $scope.view.wdg['model-1'].x, $scope.view.wdg['model-1'].y,$scope.view.wdg['model-1'].z));
transformMatrix = multiplyMatrices(transformMatrix , $scope.GetRotationMatrixAroundYAxis(-$scope.view.wdg['model-1'].ry));
transformMatrix = multiplyMatrices(transformMatrix , $scope.GetTranslationMatrix( initialX, initialY, initialZ));
$scope.view.wdg[name].x = transformMatrix [12];
$scope.view.wdg[name].y = transformMatrix [13];
$scope.view.wdg[name].z = transformMatrix [14];
}
$scope.intervalPromise = $interval($scope.UpdateImagePosition, 100, 1, true);
}
$scope.UpdateTimer = function() {
}
$scope.init = function() {
$scope.AddWidgetToRotateSystem('3DImage-1');
$scope.AddWidgetToRotateSystem('3DImage-2');
$scope.UpdateImagePosition();
}
$scope.AddWidgetToRotateSystem = function(name)
{
widgetInfo = new WidgetInfo($scope.view.wdg[name].x,$scope.view.wdg[name].y,$scope.view.wdg[name].z,name);
stack.push(widgetInfo);
}
angular.element(document).ready(function () {
$scope.init();
});
I made it so that in the Init function you can add all the images that you want to rotate.
This approach is good becasue you are not forced to rotate all the widgets, instead you rotate only the ones you need.
You can see in the video below that I am rotating 2/3 3D images.
Thank you very much, your solution works fine
Hello,
I have come once again with another (many) problem ( sorry),
Your code work fine for a Model, but i've tried to use it on a "Model item" and it does not work as it should :
First the images get very far from where they should be at the begining of the experience, and if i move my model item, the scale of the moving is not the same ( for exemple if i move 10cm my model item, the images mov 2m), Also, when i rotate my model item, the rotation is not around the same axis for the images (I think that when i put a model item, the Y axis of my model item is not the same as the canevas, but with a rotation of 90, same of the Z axis with a rotation of -90), and finally when i play a sequence, and my model item moves, there is no movement from the images.
I don't know if you have an answer for all these problems, but i thank you for any effort.
Maxime
Yes, the code would need some aditions for the model items.
Do you have a complete use case so I can try working on a new demo?
https://drive.google.com/open?id=1sUyip9CjiTh6J5UhsS61ikXpwP6hGq6h
I put in this google drive the whole project from the project file ( its 156Mb), feel free to delete anything that's not usefull to you ( there are videos that may slow the previex)
And when i told you that there's a difference of scale movement, i think it's due to the fact that my item scale is 0.1 and my model item (that i created) is 1
Probably. I will have a look in the next period of time.
Thank you for sharing.
f you use a Spatial Target, rather than a ThingMark, you can just rotate the whole thing using gestures.
You haven't explained why you are trying to rotate everything, but I"m assuming by the fact that you are, you're not trying to align to real-world geometry so then a spatial experience could be used?
I have to present some machines to clients, and i want to use the thingmarks so that anyone can open the 3D model. I wanna rotate the model with the images because these images have to be close to a specific part of the machine ( when you click on them, you open a popup or an image with some documentation).