The example mode is the monster model:
In walk-through mode I can move the camera around the monster vertically using 'A' or 'S' keys and mouse very easily. So I can have look at its back, its face from the font, its stomach and so on.
On the other hand I can't move the camera around the monster horizontally. So for example it is hard to move camera to a position in walk-through mode from which I can see the monster's profile.
Created attachment 102913 [details]
Move camera around monster horizontally
Created attachment 102914 [details]
Move camera around monster vertically
(In reply to comment #0)
> The example mode is the monster model:
> In walk-through mode I can move the camera around the monster vertically
> using 'A' or 'S' keys and mouse very easily. So I can have look at its back,
> its face from the font, its stomach and so on.
> On the other hand I can't move the camera around the monster horizontally.
> So for example it is hard to move camera to a position in walk-through mode
> from which I can see the monster's profile.
I accidentally swapped vertical and horizontal directions. Actually take a round horizontally is the working one ('A' and 'S' moves camera horizontally) and vertically is the one which should be fixed (need keys to move camera up and down).
See attachments which shows the path of the camera moving around the model.
There were more limitations solved by the new libgltf-0.0.1 release:
- Camera can't be moved upward/downward directly (now use "E" and "Q" for that)
- Vertical rotation had a limitation from +90 to -90 degree (relative to the
- Third one is hard to describe, but here is a model to reproduce it:
The problem is that when the camera is moved inside the maze and trying to
turn right/left at a corner during walk in the maze, then the camera
not looks right/left as expected but behave strange. So just try to walk
through the maze and will see the problem.
Summary all of these problems is solved now:
For 4.3 it's waiting for review: