@syntheticmagus/showroom-camera
v1.0.4
Published
A Babylon.js specialty camera targeted at ecommerce scenarios.
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Showroom Camera
A Babylon.js specialty camera targeted at ecommerce scenarios.
Usage
The ShowroomCamera
is specialized for ecommerce scenarios, specifically focusing
on two "showroom" behaviors common to 3D product viewer/configurators: "matchmoving"
and "arc-rotate inspection."
"Matchmoving" is a non-interactive behavior where the camera moves along a predetermined path, typically in order to showcase some aspect of a 3D model. For example, if a 3D product viewer for a watch wanted to showcase the watch band's clasp, this could be done by having the camera zoom in for a closeup of the clasp and then "matchmove" on an artist-defined trajectory to show the clasp from different angles.
Contrastingly, "arc-rotate inspection" is an interactive behavior where the camera
focuses on a particular point in space, then gives the user (limited) control of
the camera typically so that a 3D model can be inspected from different angles at
will. For example, if a 3D product configurator allowed users to customize
certain aspects of a 3D model, the users might want to be able to manipulate the
3D model interactively in order to view their changes. This behavior is classically
encapsulated by Babylon.js's built-in ArcRotateCamera
.
The ShowroomCamera
makes it easy and seamless to combine these two behavior
patterns in a single cohesive experience. This is done by specifying
states -- IShowroomCameraMatchmoveState
and
IShowroomCameraArcRotateState
-- representing the different behaviors a camera
should undertake in a given experience. For example, a 3D viewer/configurator
showcasing a watch might want to have multiple matchmoving states showcasing
various aspects of the watch (the face, the clasp, etc.) as well as an arc-rotate
state to be used during interactive configuration. To do this with a
ShowroomCamera
, all that's required is to create the appropriate
IShowroomCameraMatchmoveState
and IShowroomCameraArcRotateState
objects and
provide them to the ShowroomCamera
at the appropriate times.
// From ShowroomCamera.Demo()
const matchmoveState: IShowroomCameraMatchmoveState = {
matchmoveTarget: matchmove,
focusDepth: 10
};
const arcRotateState: IShowroomCameraArcRotateState = {
startingPosition: new Vector3(0, 5, -10),
target: new Vector3(0, 1, 0)
};
const setStateFunction = async function() {
while (true) {
camera.setToArcRotateState(arcRotateState);
await Tools.DelayAsync(7000);
camera.setToMatchmoveState(matchmoveState);
await Tools.DelayAsync(7000);
await camera.animateToArcRotateState(arcRotateState);
await Tools.DelayAsync(7000);
await camera.animateToMatchmoveState(matchmoveState);
await Tools.DelayAsync(7000);
camera.animateToArcRotateState(arcRotateState, 4);
await Tools.DelayAsync(3000);
camera.animateToMatchmoveState(matchmoveState, 4);
await Tools.DelayAsync(2000);
}
}
setStateFunction();
IShowroomCameraMatchmoveState
Showcasing a particular part of a 3D model by "dollying" the camera along a
predetermined path is a common objective, but defining that path and translating
it into a 3D experience is often a challenge. ShowroomCamera
's
IShowroomCameraMatchmoveState
s resolve this challenge by allowing 3D artists to
define the trajectory in their own familiar Digital Content Creation (DCC) tools
(Blender, 3ds Max, etc.) as an animated named "null" (empty 3D transform) which
can be then exported in a common 3D format (such as glTF).
Say, for example, that the 3D artist making a model of a watch wanted to showcase the watch's clasp by having a camera "orbit" around the clasp in closeup. In the artist's chosen DCC tool -- potentially even in the same 3D file as the watch itself -- the artist can create a "null" named something like "clasp_camera_orbit" which is driven by an animation named "clasp_camera_animation" to follow the path the artist wants the camera to follow. (If the DCC tool allows it, the artist may even add a camera to this "null" to make it easy to see what a render from this animated orbit might look like.) This "null" and animation can then be exported -- again, potentially alongside the watch itself -- to a glTF (or equivalent) 3D file that can be imported into a Babylon.js experience.
When this glTF is imported into Babylon.js, the "null" will be represented in the
Babylon scene by a TransformNode
with the name specified in the DCC tool, in
this case "clasp_camera_orbit." Similarly, the animation that moves this
TransformNode
will be represented as a Babylon AnimationGroup
with the
specified name -- "clasp_camera_animation." Using these imported resources, the
artist's intended camera trajectory can be replicated in the Babylon experience
by simply playing the "clasp_camera_animation" AnimationGroup
, referencing the
"clasp_camera_orbit" TransformNode
in an IShowroomCameraMatchmoveState
, then
setting a showroom camera to use that IShowroomCameraMatchmoveState
using
setToMatchmoveState
(which will teleport the camera instantly to the matchmove
trajectory) or animateToMatchmoveState
(which will smoothly move the camera to
the matchmove directory using a procedural animation).
Using this approach, IShowroomCameraMatchmoveState
s can give artists complete
control of camera behavior in the matchmoving state of the 3D experience using
only the DCC tools with which the artist is already comfortable. This is
particularly powerful when it comes to updating the animation. Because the camera
motion itself was completely specified in the artist's tools, any updates to or
enhancements of the camera motion can be done entirely in those same tools: as long
as the "null" and driving animation's names remain the same, any changes the artist
makes to the motion and exports into a new glTF will be imported into the experience
and hooked up by name automatically, without requiring any code changes at all.
IShowroomCameraArcRotateState
Interactively inspecting a 3D model from different angles is another common
objective, and it's one that is particularly well-served by Babylon.js's
built-in ArcRotateCamera
. Given that it already works extremely well, the
ShowroomCamera
does not seek to modify the ArcRotateCamera
's behavior at all;
instead, ShowroomCamera
makes it easy to move into and out of arc-rotate states
by specifying IShowroomCameraArcRotateState
s to represent them.
Unlike IShowroomCameraMatchmoveState
s, which are intended to follow
artist-defined trajectories described by animated TransformNode
s,
IShowroomCameraArcRotateState
s specify starting positions and settings for
an interval of interaction during which the ShowroomCamera
will enable an
ArcRotateCamera
. Over the interactive period, ArcRotateCamera
will control its
own position and rotation (and only a limited range of rotations are allowable even
from the start) because it's interactive, so inherently less control can be given
to the artist's DCC tool. This is reflected in the fact that
IShowroomCameraArcRotateState
s take Vector3
s for position and target instead
of a TransformNode
: whereas a TransformNode
specifies its own rotation,
the ArcRotateCamera
's rotation cannot be externally specified in this way and
will be deduced by the ArcRotateCamera
itself from its position and target,
both of which are Vector3
values in world space. Note that these Vector3
s
can (and probably should) still be specified by the artist using "nulls" in the
DCC tool; the difference is that the rotations of the resulting TransformNode
s
will be ignored and only the world space positions -- accessible using
transformNode.absolutePosition
-- will be used to create an
IShowroomCameraArcRotateState
.
Procedural Animations
Transitioning between various states can be either instantaneous (using
setToMatchmoveState
or setToArcRotateState
) or animated (using
animateToMatchmoveState
or animateToArcRotateState
). Instantaneous transitions
are simple: the camera will just "teleport" to the new location immediately. (Note
that the abruptness of such a transition can be mitigated by fade-in/fade-out
techniques or other tricks that are not part of the ShowroomCamera
.) The animated
transitions, however, require procedural animation.
Procedural animation, in this case, means using code and math to animate an
object instead of using predetermined motions created by an artist in a DCC tool.
Generally speaking, procedural animations are less desirable than artist-specified
animations because it's more difficult to control the procedural behavior
precisely. In this case, however, procedural animation is unavoidable because of the
interactive nature of the experience. The motion of the ArcRotateCamera
itself
is a form of procedural animation, and transitioning smoothly from such interactive
procedural animation to non-interactive artist-specified animation requires
an interval of non-interactive procedural animation.
Generally speaking, users shouldn't have to worry about how this procedural
animation works as it is an implementation detail of the ShowroomCamera
. The
only place where this logic is somewhat exposed is in the focusDepth
optional
parameter of the IShowroomCameraMatchmoveState
, which (if provided) approximates
how far in front of the camera what the camera's "focused on" is. For example,
if the IShowroomCameraMatchmoveState
in question is orbiting the clasp of a
watch, the focusDepth
might be specified to the approximate distance between the
camera and the clasp geometry it's orbiting.
This focusDepth
parameter is not used at all during an
IShowroomCameraMatchmoveState
because, in that state, the motion of the camera
is completely controlled by the TransformNode
specified as the matchmoveTarget
.
focusDepth
is only used during a procedural transition animation to control
the rotation of the camera during its procedural animation -- specifically the
direction it's looking. At a high level, every ShowroomCamera
state has some
notion of both where it is and what it's looking at, and the goal of the procedural
transition animations is to derive a sequence of intermediate positions and
look-at targets to allow the camera to smoothly move from one state to the next.
In the case of IShowroomCameraArcRotateState
, the look-at target is specified
by the ArcRotateCamera
itself: target
. In the case of
IShowroomCameraMatchmoveState
, the look-at target is derived from the
focusDepth
of the state combined with the position and forward direction of the
matchmoving camera at the start of the transition.
Questions? Comments? Concerns?
For help understanding, using, or fixing issues with the ShowroomCamera
, please
ping syntheticmagus on a question in the Questions section of the Babylon.js
Community Forum. Thanks!