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Animation, 3D development

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  • ? A Former User

    Here's an almost minimal example in QML:

    GearEntity.qml

    import Qt3D.Core 2.0
    import Qt3D.Render 2.0
    import Qt3D.Input 2.0
    import Qt3D.Extras 2.0
    
    Entity {
        id: gearEntity
    
        Mesh {
            id: gearMesh
            source: "qrc:///assets/gear.obj"
        }
    
        Transform {
            id: gearTransform
            scale3D: Qt.vector3d(45, 45, 45)
            rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 45)
        }
    
        PhongMaterial {
            id: gearMaterial
        }
    
        Entity {
            id: torusEntity
            components: [ gearMesh, gearTransform, gearMaterial ]
        }
    
    }
    

    RootEntity.qml

    import Qt3D.Core 2.0
    import Qt3D.Render 2.0
    import Qt3D.Input 2.0
    import Qt3D.Extras 2.0
    
    Entity {
        id: rootEntity
    
        Camera {
            id: camera
            projectionType: CameraLens.PerspectiveProjection
            fieldOfView: 45
            nearPlane : 0.1
            farPlane : 1000.0
            position: Qt.vector3d( 0.0, 0.0, 40.0 )
            upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
            viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
        }
    
        FirstPersonCameraController { camera: camera }
    
        components: [
            RenderSettings {
                activeFrameGraph: ForwardRenderer {
                    camera: camera
                    clearColor: "transparent"
                }
            },
            InputSettings {}
        ]
    
        GearEntity {}
    }
    

    main.qml

    import QtQuick 2.7
    import QtQuick.Window 2.3
    import QtQuick.Controls 2.0
    import QtQuick.Layouts 1.3
    import QtQuick.Scene3D 2.0
    import Qt3D.Core 2.0
    import Qt3D.Render 2.0
    import Qt3D.Extras 2.0
    
    ApplicationWindow {
        visible: true
        visibility: Window.Maximized
    
        Rectangle {
            anchors.fill: parent
            gradient: Gradient {
                GradientStop { position: 0.0; color: "blue" }
                GradientStop { position: 1.0; color: "grey" }
            }
        }
    
        Scene3D {
            id: scene3d
            anchors.fill: parent
            focus: true
            aspects: ["input", "logic"]
            cameraAspectRatioMode: Scene3D.AutomaticAspectRatio
            RootEntity {}
        }
    
        Button {
            text: "Exit"
            onClicked: Qt.quit()
        }
    }
    
    Naveen_DN Offline
    Naveen_DN Offline
    Naveen_D
    wrote on last edited by
    #14

    @Wieland thank you... i got the output.
    I have one doubt, in the output when i try to rotate the object it is not rotating in the same place, instead the camera is rotating(i guess), is there any way to fix the camera and rotate the object in 360 deg ?
    Thank you

    1 Reply Last reply
    0
    • ? Offline
      ? Offline
      A Former User
      wrote on last edited by
      #15

      That's just how FirstPersonCameraController works. You could either implement your own camera controller or - instead of moving the camera - dynamically change gearTransform.

      Naveen_DN 3 Replies Last reply
      3
      • ? A Former User

        That's just how FirstPersonCameraController works. You could either implement your own camera controller or - instead of moving the camera - dynamically change gearTransform.

        Naveen_DN Offline
        Naveen_DN Offline
        Naveen_D
        wrote on last edited by
        #16
        This post is deleted!
        1 Reply Last reply
        0
        • ? A Former User

          That's just how FirstPersonCameraController works. You could either implement your own camera controller or - instead of moving the camera - dynamically change gearTransform.

          Naveen_DN Offline
          Naveen_DN Offline
          Naveen_D
          wrote on last edited by
          #17

          @Wieland

          You could either implement your own camera controller

          How i can develop my own camera controller is there any example for this ?

          1 Reply Last reply
          0
          • ? A Former User

            That's just how FirstPersonCameraController works. You could either implement your own camera controller or - instead of moving the camera - dynamically change gearTransform.

            Naveen_DN Offline
            Naveen_DN Offline
            Naveen_D
            wrote on last edited by
            #18

            @Wieland
            I have made few changes in the code shared by you, what i have done is, Using blender software i have sliced the car obj for few diff parts like door, wheel, window, bonet etc and i have rearranged the whole car by adding the car parts in the code.
            Now when i try to add some animation for each of the part, for example i want the door to open and close as usual as it does normally, but what is happening,the door part is taking car body as the center and it is rotating inwards in the given angle. how can i change this to make it work properly.
            here is the code,

            import Qt3D.Core 2.0
            import Qt3D.Render 2.0
            import Qt3D.Input 2.0
            import Qt3D.Extras 2.0
            import QtQuick 2.5
            
            Entity {
                id: carFrontLeftDoorEntity
            
                Mesh {
                    id: carFrontLeftDoorMesh
                    source: "qrc:/Meshes/Car_FrontLeftDoor.obj"
                }
            
                Transform {
                    id: carFrontLeftDoorMeshTransform
                    scale3D: Qt.vector3d(1.5,1.5,1.5)
                    rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 1), 30)
                    rotationY: 0
            
                    SequentialAnimation {
                        loops: Animation.Infinite
                        running: true
                        NumberAnimation {
                            target: carFrontLeftDoorMeshTransform
                            property: "rotationY"
                            from: 0; to: 15
                            duration: 2000
                            easing.type: Easing.InOutQuad
                        }
                    }
                }
            
                PhongMaterial {
                    id: carFrontLeftDoorMeshMaterial
                    ambient: Qt.rgba( 0.0,0.0,0.0, 0.6 )
                    diffuse: Qt.rgba( 0.3, 0.0, 128, 0.2 )
                }
            
                Entity {
                    id: carFrontLeftDoorMeshtorusEntity
                    components: [ carFrontLeftDoorMesh, carFrontLeftDoorMeshTransform, carFrontLeftDoorMeshMaterial ]
                }
            }
            

            this i have added in the gearentity.qml as separate part.

            Entity {
                id: gearEntity
            
                CarRawBody{}
            
                CarFrontGlass{}
            
                CarBonet{}
            
                CarDikki{}
            
                CarFrontLeftWheel{}
            
                CarRearLeftWheel{}
            
                CarFrontLeftDoor{}
            
                CarRearLeftDoor{}
            
                CarFrontLeftWindow{}
            
                CarRearLeftWindow{}
            }
            
            1 Reply Last reply
            0
            • Naveen_DN Offline
              Naveen_DN Offline
              Naveen_D
              wrote on last edited by
              #19

              hi, any updates on the above query ?
              Thank you

              1 Reply Last reply
              0
              • ? Offline
                ? Offline
                A Former User
                wrote on last edited by
                #20

                Hi! Sorry, that it already just too complex / incomplete for me to test and help with. Can you boil it down to a simpler question or a minimal runnable example that I - or anyone else who reads this - can use to reproduce the issue?

                Naveen_DN 2 Replies Last reply
                0
                • ? A Former User

                  Hi! Sorry, that it already just too complex / incomplete for me to test and help with. Can you boil it down to a simpler question or a minimal runnable example that I - or anyone else who reads this - can use to reproduce the issue?

                  Naveen_DN Offline
                  Naveen_DN Offline
                  Naveen_D
                  wrote on last edited by
                  #21

                  @Wieland ya sure.. i will reproduce it and post the example code..
                  Can you please guide in the following issue also
                  Thank you.
                  https://forum.qt.io/topic/84633/camera-rotation-around-a-mesh

                  1 Reply Last reply
                  0
                  • ? A Former User

                    Hi! Sorry, that it already just too complex / incomplete for me to test and help with. Can you boil it down to a simpler question or a minimal runnable example that I - or anyone else who reads this - can use to reproduce the issue?

                    Naveen_DN Offline
                    Naveen_DN Offline
                    Naveen_D
                    wrote on last edited by
                    #22

                    @Wieland Hi,
                    I have few doubts regarding rotating an object in 3D,
                    For ex, i have a car model, which i have sliced in blender, to get door as a separate object and whole car as a separate object, i have exported both as .obj files and i have assembled them in the code.
                    Now what is happening, when i try to rotate the door which is separate object using number animation, it is rotating with respect to car's origin not w.r.t to door's so, i want to rotate it based on it's own axis or origin. not w.r.t car's origin.
                    I have tried the following code but didn't get the excepted result.

                        // Car front door //
                        Mesh {
                            id: carDoorMesh
                            source: "qrc:/Meshes/CarFrontDoor_modified.obj"
                        }
                    
                        PhongMaterial{
                            id: carDoorMaterial
                        }
                    
                        Transform {
                            id: carDoorTransform
                            property real userAngle: 0.0
                    
                            matrix: {
                                var m= Qt.matrix4x4();
                                m.translate(Qt.vector3d(0.501096,1.5006,1.78036))
                                m.rotate(userAngle, Qt.vector3d(0,1,0))
                                m.translate(Qt.vector3d(-0.501096,-1.5006,-1.75036))
                                return m
                            }
                             NumberAnimation on rotationY {
                                        to: -45
                                        duration: 1000
                                        running: true
                                    }
                    }
                    

                    i got the respective values from blender.
                    Any guidance is appreciated
                    Thank you.

                    ? 1 Reply Last reply
                    0
                    • Naveen_DN Naveen_D

                      @Wieland Hi,
                      I have few doubts regarding rotating an object in 3D,
                      For ex, i have a car model, which i have sliced in blender, to get door as a separate object and whole car as a separate object, i have exported both as .obj files and i have assembled them in the code.
                      Now what is happening, when i try to rotate the door which is separate object using number animation, it is rotating with respect to car's origin not w.r.t to door's so, i want to rotate it based on it's own axis or origin. not w.r.t car's origin.
                      I have tried the following code but didn't get the excepted result.

                          // Car front door //
                          Mesh {
                              id: carDoorMesh
                              source: "qrc:/Meshes/CarFrontDoor_modified.obj"
                          }
                      
                          PhongMaterial{
                              id: carDoorMaterial
                          }
                      
                          Transform {
                              id: carDoorTransform
                              property real userAngle: 0.0
                      
                              matrix: {
                                  var m= Qt.matrix4x4();
                                  m.translate(Qt.vector3d(0.501096,1.5006,1.78036))
                                  m.rotate(userAngle, Qt.vector3d(0,1,0))
                                  m.translate(Qt.vector3d(-0.501096,-1.5006,-1.75036))
                                  return m
                              }
                               NumberAnimation on rotationY {
                                          to: -45
                                          duration: 1000
                                          running: true
                                      }
                      }
                      

                      i got the respective values from blender.
                      Any guidance is appreciated
                      Thank you.

                      ? Offline
                      ? Offline
                      A Former User
                      wrote on last edited by
                      #23

                      @Naveen_D No offense, but this has nothing to do with Qt really but only with your lack of a basic understanding of how transformation matrices work. Seriously, get a book on linear algebra or you'll never get this to work.

                      Naveen_DN 1 Reply Last reply
                      1
                      • ? A Former User

                        @Naveen_D No offense, but this has nothing to do with Qt really but only with your lack of a basic understanding of how transformation matrices work. Seriously, get a book on linear algebra or you'll never get this to work.

                        Naveen_DN Offline
                        Naveen_DN Offline
                        Naveen_D
                        wrote on last edited by
                        #24

                        @Wieland Hi,
                        If i want to give color animation for a particular part of the 3d object, here for eg, car tire or door etc how can i do that? i want to show color animation for car tire, from existing color to red and back to same color and once started, it should be running continuously.
                        I tried with the following code within transform, but didn't get the result

                        Transform{
                                            id: frontRightDoorWheelTireTransform
                                            property real userAngle: 0.0
                                            property real userDistance: 0.0
                                            matrix: {
                                                var m= Qt.matrix4x4();
                                                m.translate(0.57005,-0.462196,-2.27110)
                                                m.rotate(userAngle,Qt.vector3d(1,0,0))
                                                m.translate(-0.57005,0.462196,2.27110)
                                                return m;
                                            }
                                            translation: Qt.vector3d(userDistance,0,0)
                        
                                            ColorAnimation {
                                                id: frontRightDoorWheelTireAnimation
                                                from: "#171512"
                                                to: "red"
                                                duration: 2000
                                                running: true
                                            }
                        
                                        }
                        

                        Thank you,
                        Naveen

                        1 Reply Last reply
                        0
                        • Naveen_DN Offline
                          Naveen_DN Offline
                          Naveen_D
                          wrote on last edited by
                          #25

                          Any updates on the above query.. ?
                          Thank you.

                          1 Reply Last reply
                          0
                          • ? Offline
                            ? Offline
                            A Former User
                            wrote on last edited by
                            #26

                            What makes you think that you could apply a color animation to a spatial transformation? That doesn't make any sense.

                            Naveen_DN 2 Replies Last reply
                            1
                            • ? A Former User

                              What makes you think that you could apply a color animation to a spatial transformation? That doesn't make any sense.

                              Naveen_DN Offline
                              Naveen_DN Offline
                              Naveen_D
                              wrote on last edited by Naveen_D
                              #27

                              @Wieland Ok thank you...

                              1. one more thing, i have a scene 3D function in which i am rendering my car entity, but i am not able to rotate it, when it runs the object is still at one place i am not able to move it. can you please guide me through this
                                here is the code
                              import QtQuick 2.5
                              import Qt3D.Core 2.0
                              import Qt3D.Render 2.0
                              import Qt3D.Input 2.0
                              import Qt3D.Extras 2.0
                              import QtQuick.Scene3D 2.0
                              import QtQuick.Window 2.2
                              import QtQuick.Controls 1.4
                              import QtQuick.Layouts 1.1
                              
                              ApplicationWindow {
                                  id: appWindow
                                  visible: true
                                  width: Screen.width
                                  height: Screen.height
                              
                                  Rectangle {
                                      width: parent.width
                                      height: parent.height
                                      color: "Transparent"
                              
                                      // 3D scene
                                      Scene3D {
                                          id: scene3d
                                          anchors.fill: parent
                                          aspects: "input"
                              
                                          Entity {
                                              id: root
                              
                                              components: [
                                                  RenderSettings {
                                                      activeFrameGraph: ForwardRenderer {
                                                          clearColor: "#0D8EA2"
                                                          camera: camera
                                                      }
                                                  },
                                                  InputSettings { }
                                              ]
                              
                                              Camera {
                                                  id: camera
                                                  property real topPosition: 3.0
                                                  property real topPos: 0.5
                                                  projectionType: CameraLens.PerspectiveProjection
                                                  fieldOfView: 25
                                                  nearPlane : 0.1
                                                  farPlane : 1000.0
                                                  position: Qt.vector3d( 15.0, topPosition, 20.5)
                                                  upVector: Qt.vector3d(0.0,1.0,0.0)
                                                  viewCenter: carBodySlicedTransform.translation
                                              }
                              
                                              OrbitCameraController {camera: camera}
                                              // car Base
                                              Mesh{
                                                  id: baseMesh
                                                  source: "qrc:/Meshes/CarBase.obj"
                                              }
                                              PhongAlphaMaterial{
                                                  id: baseMaterial
                                                  diffuse: "#7bc0ce"
                                                  alpha: 1.0
                                              }
                                              Transform{
                                                  id: baseTransform
                                                  translation: Qt.vector3d(0.0,-1.0,0.0)
                                              }
                              
                                              // car Body sliced
                                              Mesh {
                                                  id: carBodySlicedMesh
                                                  source: "qrc:/Meshes/CarBodySliced.obj"
                                              }
                              
                                              PhongAlphaMaterial {
                                                  id: carBodySlicedMaterial
                                                  shininess: 500.0
                                                  specular: "#62788d"
                                                  diffuse: "#62788d"
                                                  alpha: 1.0
                                              }
                              
                                              Transform {
                                                  id: carBodySlicedTransform
                                                  property real userAngle: 0.0
                                                  property real userDistance: 0.0
                                                  property real xAngleValue: 0.0
                                                  property real yAngleValue: 0.0
                                                  property real zAngleValue: 0.0
                                                  matrix: {
                                                      var m = Qt.matrix4x4();
                                                      m.rotate(userAngle, Qt.vector3d(xAngleValue, yAngleValue, zAngleValue));
                                                      m.translate(Qt.vector3d(userDistance, 0, 0));
                                                      return m;
                                                  }
                                                  translation: Qt.vector3d(0.0,0.0,0.0)
                                                  NumberAnimation on rotationY {
                                                      id: carAnimation
                                                      to: 360
                                                      duration: 5000
                                                      running: false
                                                  }
                                              }
                              
                                              // main car body entity
                                              Entity {
                                                  id: carMainEntity
                                                  components: [ carBodySlicedMesh, carBodySlicedMaterial, carBodySlicedTransform ]
                                                  // car base entity
                                                  Entity{
                                                      id: carBaseEntity
                                                      components: [baseMesh, baseMaterial, baseTransform]
                                                  }
                                              }
                                          }
                                      }
                                  }
                              
                              1. Also i want to know how to apply animation to zoom the car based certain condition for eg: if i want to show the engine part of the car then i want to zoom the car towards that particular part in show it using animation.
                                Thank you
                              1 Reply Last reply
                              0
                              • Naveen_DN Offline
                                Naveen_DN Offline
                                Naveen_D
                                wrote on last edited by
                                #28

                                Hi, can anyone guide me.. regarding above question
                                Thank you

                                1 Reply Last reply
                                0
                                • ? A Former User

                                  What makes you think that you could apply a color animation to a spatial transformation? That doesn't make any sense.

                                  Naveen_DN Offline
                                  Naveen_DN Offline
                                  Naveen_D
                                  wrote on last edited by
                                  #29

                                  @Wieland Hi, how can i place the camera within the car, so that i can give the inside view of the car in 3D development environment.
                                  Thank you

                                  1 Reply Last reply
                                  0
                                  • ? A Former User

                                    Here's an almost minimal example in QML:

                                    GearEntity.qml

                                    import Qt3D.Core 2.0
                                    import Qt3D.Render 2.0
                                    import Qt3D.Input 2.0
                                    import Qt3D.Extras 2.0
                                    
                                    Entity {
                                        id: gearEntity
                                    
                                        Mesh {
                                            id: gearMesh
                                            source: "qrc:///assets/gear.obj"
                                        }
                                    
                                        Transform {
                                            id: gearTransform
                                            scale3D: Qt.vector3d(45, 45, 45)
                                            rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 45)
                                        }
                                    
                                        PhongMaterial {
                                            id: gearMaterial
                                        }
                                    
                                        Entity {
                                            id: torusEntity
                                            components: [ gearMesh, gearTransform, gearMaterial ]
                                        }
                                    
                                    }
                                    

                                    RootEntity.qml

                                    import Qt3D.Core 2.0
                                    import Qt3D.Render 2.0
                                    import Qt3D.Input 2.0
                                    import Qt3D.Extras 2.0
                                    
                                    Entity {
                                        id: rootEntity
                                    
                                        Camera {
                                            id: camera
                                            projectionType: CameraLens.PerspectiveProjection
                                            fieldOfView: 45
                                            nearPlane : 0.1
                                            farPlane : 1000.0
                                            position: Qt.vector3d( 0.0, 0.0, 40.0 )
                                            upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
                                            viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
                                        }
                                    
                                        FirstPersonCameraController { camera: camera }
                                    
                                        components: [
                                            RenderSettings {
                                                activeFrameGraph: ForwardRenderer {
                                                    camera: camera
                                                    clearColor: "transparent"
                                                }
                                            },
                                            InputSettings {}
                                        ]
                                    
                                        GearEntity {}
                                    }
                                    

                                    main.qml

                                    import QtQuick 2.7
                                    import QtQuick.Window 2.3
                                    import QtQuick.Controls 2.0
                                    import QtQuick.Layouts 1.3
                                    import QtQuick.Scene3D 2.0
                                    import Qt3D.Core 2.0
                                    import Qt3D.Render 2.0
                                    import Qt3D.Extras 2.0
                                    
                                    ApplicationWindow {
                                        visible: true
                                        visibility: Window.Maximized
                                    
                                        Rectangle {
                                            anchors.fill: parent
                                            gradient: Gradient {
                                                GradientStop { position: 0.0; color: "blue" }
                                                GradientStop { position: 1.0; color: "grey" }
                                            }
                                        }
                                    
                                        Scene3D {
                                            id: scene3d
                                            anchors.fill: parent
                                            focus: true
                                            aspects: ["input", "logic"]
                                            cameraAspectRatioMode: Scene3D.AutomaticAspectRatio
                                            RootEntity {}
                                        }
                                    
                                        Button {
                                            text: "Exit"
                                            onClicked: Qt.quit()
                                        }
                                    }
                                    
                                    S Offline
                                    S Offline
                                    Saeed Magdy
                                    wrote on last edited by
                                    #30

                                    hi is there any good tutorial for this ? thanks

                                    1 Reply Last reply
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