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1

Samstag, 23. April 2011, 17:08

ObjectVR Mouse Control

Hi!

It's been a while (actually years :p ) since I had to chance to mess around with the KRPano - and now I finally found the time to create some ObjectVR's. Anyways, I created this:
http://www.pikafoto.dk/Kunder/Soendersko…rank/index.html



And I now have two issues about the controls I am facing. I've tried to goof around with the ObjectSkin.xml but I can't seem to find a way to solve my 2 problems - so maybe someone in here can be of assistance? :-)


Problem one:
I don't like how the mouse is inverted. E.g. when I drag to the right, I would like to rotate the object right aswell - and not inverted as it is now (This makes sense in a Pano, not on an object IMO). Is there any way to change this behavior? I've tried setting both mouseacceleration and mouse speed to negative values, but to no help. I did read something about writing a plugin that could invert the mouse, but my flash skills are zero - and I'd hate spending days getting up to speed only to find out there's an easy solution :-)


Problem two:
Once zoomed in, the behavior of the mouse changes. E.g. dragging does not rotate anymore, but instead it pans. I'd prefer it to be rotating still. I tried messing with the ObjectSkin.xml and I got it to rotate while dragging, but it still kept on panning at the same time - that was a mess as you can imagine ;-) I fear the panning is inherent to the pano viewer and cannot be disabled once zoomed in ? Any suggestions ?


I hope someone can help ;-)


/Rune

2

Samstag, 23. April 2011, 17:10

Oh, and btw - I do realize that I can just record my pictures having my turntable spin the other way around - but I'd love the flexibility to change post-recording ;-)

3

Samstag, 23. April 2011, 17:18

Heh, my apologies. Seems Pinsane solved issue #2 two.

I found this post: Object VR with left/right AND up/down rotation

where he also supports up/down rotation - but as a side note, I just realized that he also solved the rotating while zoomed issue.
Thank you!


(Now I do get a FATAL error about POW not being supported, will look into that myself)

Any takes on issue #1 ? :)

4

Samstag, 23. April 2011, 17:24

the POW error is abit weird, it says I need to use 1.0.8.11 or newer - I am using 1.0.8.12 :-)

Anyways, setting:
set(objectvr.xframes,424); //424 number of frames in my objectVR


in the objectvr_init action seems to fix it..

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