kandi X-RAY | aframe-extras Summary
kandi X-RAY | aframe-extras Summary
Add-ons and helpers for A-Frame VR.
Top functions reviewed by kandi - BETA
- Builds a material material material from an effect .
- Build a base geometry object .
- Set the interaction parameters .
- parse nodes in the model
- Build skin data .
- Recursively generate skeleton skeleton .
- Parses XML data from XML
- Build THREE . Objects from THREE . Geometry
- Build geometry data from primitive array
- Build animation .
aframe-extras Key Features
aframe-extras Examples and Code Snippets
Trending Discussions on aframe-extras
I want my A-frame camera to be behind the model and work as a TPP. I want a model to sync with the camera and rotate and move where ever the camera is moving but it should not move if the camera is pointing up and down it should not look like the model is stuck on the camera....
ANSWERAnswered 2022-Mar-03 at 18:25
The easiest way would be simple reparenting:
I am wondering how I can use the animation-mixer property of the Aframe extras component to pause/play an animation. I currently have a gltf model of a bird in my scene with an animation. What I'd like to do is when the pause button is clicked, a function is issued and the animation will pause, and when the play function is triggered, the animation will continue from where it left off. How can this be done? Current code:...
ANSWERAnswered 2022-Jan-17 at 08:45
Don's solution is based on changing the
timeScale which is used as a scaling factor for playback speed (docs):
I'm starting to learn aframe and want to use it with an Oculus Quest 2. I have the hands displayed and I'm trying to move around the VR world but when I move the hands don't move ... how to make the hands follow the camera? thanks
This is my code...
ANSWERAnswered 2021-Dec-19 at 07:56
I finally found ...
At the beginning I put the controllers in the camera ... but I had to put them in #rig
Started recently using aframe and ar.js with react. Worked like a charm so far. Unfortunately now a gltf model wont load.
Here is my scene:...
ANSWERAnswered 2021-Dec-14 at 22:36
I may be simplifing much, but afaik:
Typically, in a setup like this:
I am trying to build a frame vr world but when i load the website i get in the top left corner a element with the class name: rs-base the code is:...
ANSWERAnswered 2021-Dec-08 at 11:36
rs-base is a class used by the
stats UI. You can toggle the UI by simply adding / removing the
stats attribute to/from the scene (click the button):
I (a very amateur programmer) am trying to make an environment in A-frame where you point a cursor at different objects and it changes the displayed value on a thermometer: https://fst-retail-safety.glitch.me
The site never loads completely on the first try but reliably loads upon refresh. If I omit the cursor listener from the GLTF used for the environment, it also loads correctly. Any ideas on how to fix this? Perhaps the cursor is trying to fuse with the background object before it loads and it's causing an error? Many thanks for any help....
ANSWERAnswered 2021-Dec-07 at 07:39
I've opened it up, and when something in the scene isn't loaded, there is a nice log in the console:
ANSWERAnswered 2021-Nov-25 at 12:36
Here is the 0.5.0 code in 1.2.0 syntax
In Official documentation there's a program in which they mentioned reference of Don McCurdy’s aframe-extras to get for Aframe 1.2.0. But when I am running the program using CDN of production link. It never works. And I receive the following error as well.
My code is :...
ANSWERAnswered 2021-Nov-20 at 09:58
a-ocean is defined in a-frame extras, so there is no need for you to define it again, you should be able to just use it. That explains the first error ("a-ocean is already registered").
Unfortunately is written using the THREE.js Geometry component, which was deprecated in THREE.js r125.
That corresponds to A-Frame 1.2.0.
This explains the second error ("mergeVertices is not a function").
So (until someone updates a-ocean) you have to use A-Frame 1.1.0 or earlier if you want to use a-ocean.
This code will give you a basic ocean
Only the first animation(attribute "animation__1_0_f1" in code) work.
And without the event 'onclick' doesn't initialize alone.
The size and position doesn't same in the unity project
ANSWERAnswered 2021-Oct-19 at 13:47
The animation id needs to be unique - you have four animations
Here only the first animation works (same ids)
For my A-Frame project I want the player to move forward without depending on any controllers or keyboards. The player should always be moving forward, and should be able to decide the direction by looking around (without changing the z value). Using look-controls on the camera and movement-controls (from aframe-extras) on the rig gives this behavior, apart from the fact that it still depends on a controller. How can I implement auto walk in A-Frame?...
ANSWERAnswered 2021-Aug-29 at 20:16
If you are using the movement-control component, you can add your own "controls". As the doc say, all you have to do is to name it with a "-controls" suffix (see https://github.com/n5ro/aframe-extras/tree/master/src/controls#customizing-movement-controls ). This is the code for a simple "autowalk" custom controls component for "movement-controls":
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