Ah ha!
Thank you.
Ah ha!
Thank you.
No, only the tour.xml file would need to be edited.
But... with this code:
<image stereo="true" stereolabels="1/2">>
<cube url="panos/pano_%s_%t.jpg" />
I had to put all cubes into a "panos" folder, and append "1" to all the left cubes and "2" to all the right cubes.
Starting with Klaus' instructions here (Stereoscopic 3D Support}:
krpano 1.19 - Pre Release 1 - WebVR / MobileVR / Stereoscopic 3D Support (Oculus Rift, Google Cardboard, GearVR, ...)
I was able to to make my first 3D VR shot with my new CAVEcam3 setup:
http://howardgoldbaum.com/3D/atrium1/
But, unless I misunderstood Klaus' instructions, I found that I needed to modify the tiles as output by the krpano droplet by renaming them and putting them all in one folder.
Will the final 1.19 release come a droplet that does all this automatically?
Thanks for this remarkable software!
Howard
In a project I'm developing there are 113 scenes. Using the tour_editor.html, it is difficult to scroll within the rather small "Select Hotspot Target Scene" box. It would be great if the size of this box could be modified by the user by dragging on its corner. I've resorted to setting the target randomly and then changing it in the xml file.
Thank you,
Howard
I'm very happy with the way pre-release 3 works with my iPhone 6 w/Google Cardboard.
But not so much with the Oculus Rift. Using a new Mac Pro with Firefox Nightly w/VR support (mozVR) this VR created w/ krpano pre-release 2 works just fine with the Oculus:
http://allaroundnevada.com/wp-content/vr/VC/AFM/HMD/
However a tour made with krpano pre-release 3 does not work properly on the Oculus. While it does animate w/head movements, it does not fill the view field. Also, you cannot access the "settings" menu.
http://howardgoldbaum.com/HMDtour/
Is krpano HMD not going to support the Oculus Rift?
That did it. Thank you very much! ![]()
Thanks, Klaus, for the new beta.
What if I do NOT want to have the user see the forward/backward linear VR navigation hotspots which appear when the user in WebVR mode looks downward? I want the user's navigation to be solely with the hotspots I added into the tour. How can I disable these forward/backward scene arrows from appearing?
Here's my example (done w/beta v3):
http://howardgoldbaum.com/HMDtour/
Thank you.
Hello,
I'm trying the last prerelease with the Oculus and WebVR plugin. Once the Oculus is connected and configured, I start the WebVR example from krpano. If the panorama displays, it doesn't move at all. It seems the positional tracker isn't lit, the blue led is OFF although on the Toscana Unity demo, it is ON.
Did I miss something?
Having the same problem. However moving to a new MacPro it worked for a couple of days, and then stopped working. Perhaps a new Firefox Nightly version broke something?
Thanks so much, Klaus!
Klaus indicated that
QuoteThe current looking direction will be always the one from the headset, any manual changing of the hlookat/vlookat values will be not possible. But in the next pre-release the resetsensor() action will work and be able to set a new 'zero' for the looking position.
Would this also apply to setting the fov? In with the HMD support, some nodes seem excessively zoomed in, and I cannot seem in the xml to modify the fov. Adding, for example,
has no effect.
On my iPhone, and I imagine on all smartphone, the display will usually turn itself off after a set period of time with no touches to the screen. This makes an extended VR tour with the phone and Google Cardboard problematic. Certainly I can go to Settings>Auto-Lock>Never, and the problem is solved. But is there a way to code the krpano tour to fool the phone into thinking that navigation within the VR is the same as user-interaction touches to the screen, so that this modification of the auto-lock settings would not be needed?
Hi Klaus,
Looking forward to the next beta with its streamlined rendering. I'm hoping this will reduce image jutter. FYI when I view the same resolution equirectangular files with LiveViewRift (http://soft.viarum.com/liveviewrift/) there is no jutter. Perhaps this is because LiveViewRift seems to slightly soften the image while you are panning the view. Have you tried this software?
Thanks for all your work on this!
Howard
Thanks you, Klaus.
From another post I read about using the Photoshop's "offset" filter to align the compass points of different nodes' source equirectangular images. This proved for me to be a successful workaround until you enable in the next beta the use of the resetsensor() action. Solution online here: http://howardgoldbaum.com/oculus/newgrange
VERY new (two weeks) to krpano.
After enabling VR support (plugins & tour.xml mods) I find that the tour_editor will not affect changes to the startup views of the nodes. It worked prior to installing the VR support.
ALSO... how do I specify the hlookat parameter to a hotspot's target linkedscene?
This sample works, but the hotspots do not link to the hlookat I wish.
http://howardgoldbaum.com/oculus/AFM
Thank you.