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Animation, 3D development

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  • ? 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{}
    }
    

    Naveen_D

    1 Reply Last reply
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    • Naveen_DN Offline
      Naveen_DN Offline
      Naveen_D
      wrote on last edited by
      #19

      hi, any updates on the above query ?
      Thank you

      Naveen_D

      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

          Naveen_D

          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.

            Naveen_D

            ? 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

                Naveen_D

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                0
                • Naveen_DN Offline
                  Naveen_DN Offline
                  Naveen_D
                  wrote on last edited by
                  #25

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

                  Naveen_D

                  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

                      Naveen_D

                      1 Reply Last reply
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                      • Naveen_DN Offline
                        Naveen_DN Offline
                        Naveen_D
                        wrote on last edited by
                        #28

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

                        Naveen_D

                        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

                          Naveen_D

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                          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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