![]() Setting it to 0 makes me enter hyperspace and see a mirror dimension Only the delta percentage seems to do anything. I’ve also tried playing with the camera properties in the inspector: For instance if I were to scroll 1000 mousewheel ticks into the geometry, and not seeing any changes for 800+ of them, it would take me 800 mousewheel ticks to “get out” of it. I guess that I was dollying the camera by increasingly smaller fractional amounts. I’m not sure what’s going on at that point, since I can’t see the camera behaviour from another angle, but you can get it “stuck” in that point. In the playground you sent me it is possible to zoom in until nothing is visible. Thanks for the playground try to be more precise. So the question here is - am I likely to hit a wall with babylonjs (or threejs for that matter) when it comes to implementing camera controls? I haven’t seen an option where it’s possible to zoom in on the cursor’s position, or orbit around the current selection, but I guess this is possible to do programatically.Panning the camera feels unresponsive in most examples.In threejs and in Blender the zoom feels proportional to the current zoom level. Zooming in seems to accelerate the closer you are to the center of the scene in some examples, making it impossible to make fine adjustments, or in some examples it deccelerates getting you “stuck” in the max zoom level.Disabling the acceleration makes the camera become either too responsive, or unresponsive when panning and orbiting.I couldn’t find any option to tweak the tween duration or the curve. ![]() There is a lot of interpolation going on when orbiting and when zooming, with a weird acceleration curve.Some of the things I’ve noticed about babylonjs’ camera: So, sorry if all of this sounds a bit misguided and that I’m missing basics, because I actually am I’ve tried playing with the camera code in the playground but I’m missing a lot of basics to understand what I’m doing. On the other hand, bablyon’s feels off, no matter which demo I’ve tried. It feels snappy and proportional, much like Blender. ![]() The thing I noticed that I liked far more in threejs projects and examples is the camera control for fine navigation. A heads up: I’ve got zero 3D experience except for a few hours in Blender. Since I want to start with one framework and not dabble with both simultaneously, I went over all the demos and examples to see which would be a better fit. Sketchfab seems to do this wonderfully: Valdebárzana Church, 12th century - Asturias - 3D model by Raiz - Sketchfab I don’t completely understand what’s being done here but it feels like at the same time I can orbit around the center, move around like in a game and doubleclick to focus and orbit around a specific point in the mesh. I’ll need to be able to have fine orbiting camera controls with dynamic reference/center points, since the app will be used to inspect architecture scans taken via 3d photogrammetry, and it’s not alway viable to rotate the entire scene around the model’s center point. if (i < faceVertexUvs.length / 2) else if ( ’ve decided to start learning WebGL for an app I have in mind and I’m kinda torn between threejs and babylonjs. In theta-view.js the following part sets the UV. I created a sphere, placed the camera inside, pasted and pasted a video texture with the video tag as the source.
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