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The GlobeControls have one camera animation system (Animation Player) and the CameraUtils have another one (Tweenjs used in the CameraRig class) and they are not synchronized. Therefore, triggering a move with CameraUtils.transformCameraToLookAtTarget while the camera is animated with the GlobeControls results in a buggy behaviour:
A bypass is to call view.controls.player.stop() before using the CameraUtils but it is a bit hacky 🙂
I think we should harmonize animation systems and use only one if possible or ensure that they are "synchronized" (i.e. one is stopped before the other starts).
The text was updated successfully, but these errors were encountered:
I agree with you, using one animation system is the right way to proceed.
Tween seems fine to me: good api, possibility of easing and large communauty making it easy to use and well supported.
The GlobeControls have one camera animation system (Animation Player) and the CameraUtils have another one (
Tweenjs
used in theCameraRig
class) and they are not synchronized. Therefore, triggering a move withCameraUtils.transformCameraToLookAtTarget
while the camera is animated with theGlobeControls
results in a buggy behaviour:A bypass is to call
view.controls.player.stop()
before using the CameraUtils but it is a bit hacky 🙂I think we should harmonize animation systems and use only one if possible or ensure that they are "synchronized" (i.e. one is stopped before the other starts).
The text was updated successfully, but these errors were encountered: