Hi Andy, Thanks for tips! I thought about standard animation (it's used in planets example by the way) but I suppose it's better to use FrameAction:
https://doc.qt.io/qt-5/qt3dlogic-qframeaction.html#details > The QFrameAction provides a way to perform tasks each frame in a > synchronized way with the Qt3D backend. This is useful to implement some > aspects of application logic and to prototype functionality that can later > be folded into an additional Qt3D aspect. > > For example, the QFrameAction can be used to animate a property in sync > with the Qt3D engine where a Qt Quick animation element is not perfectly > synchronized and may lead to stutters in some cases. > Maybe this with camera movement is not the "some case". > I haven't looked at the new Qt3D animation stuff, but I think its more geared towards animated models, not moving the camera? I suppose it's for everything related to animation in 3d :) 2017-05-06 21:22 GMT+03:00 Andy <asmalo...@gmail.com>: > Oleg: > > The way I did it was to implement a QVariantAnimation-derived class that > stores the QCamera's start &end positions, view centres, and up vectors. > Then I just set the easing curve & the duration I want and call start(). > Works great for my use case. > > I haven't looked at the new Qt3D animation stuff, but I think its more > geared towards animated models, not moving the camera? > > (In another case I use QPropertyAnimation directly to animate some arrow > drawing in my scene which also works great and is easy to set up.) > > --- > Andy Maloney // https://asmaloney.com > twitter ~ @asmaloney <https://twitter.com/asmaloney> > > > On Sat, May 6, 2017 at 1:46 PM, Oleg Evseev <ev.m...@gmail.com> wrote: > >> Hi, >> >> I'm looking for solution to get smooth orbit camera in qt3d. That is for >> example when I need to change angle of observe it doesn't translate camera >> immediately, but with some delay, just like in games: when vehicle turn >> camera follow it with delay. >> >> Does it make sense to use newest Qt3D animation framework (not yet >> immersed in the study how to use it), or it would be overkill for that task >> and it would be better to write special camera controller based on >> QOrbitCameraController with custom logic for frameAction onTriggered >> handling? >> >> Maybe there are some relative examples with ready-to-use math? Will be >> much appreciate for links. >> >> Thanks for advices! >> >> -- >> With best regards, Oleg. >> >> _______________________________________________ >> Interest mailing list >> Interest@qt-project.org >> http://lists.qt-project.org/mailman/listinfo/interest >> >> >
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