I'm trying to use A-Frame within Webflow, however, I've hit a roadblock pretty quick.
The embedded A-Frame element will always take up 100% of the screen with no ability to scroll or anything, as if in full screen constantly.
I just want the A-Frame element to fit within a box (A div specifically) on the page allowing me to display other content on the page around it as well. I tried looking through their content and guides as well as searching to no avail.
Currently, I have my:
<script src="https://aframe.io/releases/1.0.4/aframe.min.js"></script>
Within the project settings > custom code > Head section
and then the actual A-Frame content code within a specifically sized div element using the embed tool:
<body>
<a-scene>
<a-box position="-1 0.5 -3" rotation="0 45 0" color="#4CC3D9"></a-box>
<a-sphere position="0 1.25 -5" radius="1.25" color="#EF2D5E"></a-sphere>
<a-cylinder position="1 0.75 -3" radius="0.5" height="1.5" color="#FFC65D"></a-cylinder>
<a-plane position="0 0 -4" rotation="-90 0 0" width="4" height="4" color="#7BC8A4"></a-plane>
<a-sky color="#ECECEC"></a-sky>
</a-scene>
</body>
Use the embedded component or use an <iframe> to place your scene.
Related
I'm using A-Frame 1.0.0 and my basic scene is not rendering in Chrome m79 when using an Oculus headset: Rift, Rift S or Quest via link.
<a-scene>
<a-box position="-1 0.5 -3" rotation="0 45 0" color="#4CC3D9"></a-box>
<a-sphere position="0 1.25 -5" radius="1.25" color="#EF2D5E"></a-sphere>
<a-cylinder position="1 0.75 -3" radius="0.5" height="1.5" color="#FFC65D"></a-cylinder>
<a-plane position="0 0 -4" rotation="-90 0 0" width="4" height="4" color="#7BC8A4"></a-plane>
<a-sky color="#ECECEC"></a-sky>
</a-scene>
I click the enter VR button but I cannot see my content in headset. There are no errors in console
Make sure you do the following:
Make sure you are serving your content over https as it's enforced by the new WebXR standard.
Disable XR device sandboxing in chrome://flags
If the above doesn't work. In some laptops with NVidia cards Chrome might default to integrated graphics. Locate Chrome in NVIDIA Control Panel -> Manage 3D Settings -> Program Settings and select High-performance NVIDIA processor in the Select the preferred graphics processor for this program dropdown. Be aware that this option might cause Chrome to consume more battery.
I have the following code in index.html:
<!DOCTYPE html>
<html lang="en">
<head>
<!-- Meta -->
<meta charset="UTF-8" />
<title>Alchem Figher!</title>
<!-- Styles -->
<link rel="stylesheet" href="styles/index.processed.css">
<!-- Scripts -->
<script src="https://aframe.io/releases/0.8.2/aframe.min.js"></script>
<script src="https://unpkg.com/aframe-particle-system#1.0.x/dist/aframe-particle-system-component.min.js"></script>
<script src="jquery.js"></script>
<script src="//cdn.rawgit.com/donmccurdy/aframe-extras/v3.8.0/dist/aframe-extras.min.js"></script>
</head>
<body>
<a-scene>
<a-text value="Rational Bonding Presents" position="-3 7 -10" color="#EF2D5E">
<a-text value="Alchem Fighter" height="30" width="20" position=".5 -.5 0" color="#02e8f4"></a-text>
</a-text>
<a-sphere id="proton" position="0 2.5 -6" radius=".05" color="#EF2D5E">
<a-sphere id="eclouds1e1" radius=".53" color="#02e8f4" opacity=".4">
<a-entity id="s1e1" material="color: #02e8f4" rotation="0 90 0"; geometry="primitive: torus; radiusTubular: 0.004" >
<a-animation attribute="position" dur="250" from=".53 0 0" to="-.53 0 0" direction="alternate" repeat="indefinite"></a-animation>
<a-animation attribute="geometry.radius" dur="125" from=".01" to=".53" direction="alternate" repeat="indefinite"></a-animation>
</a-entity>
</a-sphere>
<a-sky src="https://upload.wikimedia.org/wikipedia/commons/7/7b/Earth_Western_Hemisphere.jpg"></a-sky>
</a-scene>
<!-- Scripts -->
<script src="scripts/index.js"></script>
</body>
</html>
The torus id'd: s1e1
In here, <a-entity id="s1e1" material="color: #02e8f4" rotation="0 90 0"; geometry="primitive: torus; radiusTubular: 0.004" >, it has two animations attached to it. One for left to right movement, and another for expanding and contracting.
The question:
I would like these animations to synchronize so that the torus is expanded in the middle and contracted at the ends. It represents a visualization of an electron orbiting a single proton in a hydrogen atom, but I do not know how to approach that.
I was in the process of typing up a response, suggesting the use of the animation component (included in 0.9.0 core) rather than a-animation (deprecated, and removed in 0.9.0), which I would still recommend in general practice, but I realized that the animations still do in fact fall out of sync.
I'm assuming this is due to any of the following:
The extremely short interval (dur). The higher you set this, the less noticeable the timing issue.
A difference in overhead due to how the animated properties are targeted, e.g., raw property vs. attribute (using setAttribute under the hood).
IIRC, loops are set with either setTimeout or setInterval under the hood. Rather than rely on this, you may want to disable looping and trigger these animations by emitting a timed event so you can guarantee that they're executed simultaneously. You can create a custom component that does this using a throttled tick handler, setTimeout or setInterval.
I also suggest using either linear or easeInOutQuad for the easing as the default setting only eases in one direction, which can cause an undesirable effect.
Either way, you may want to submit this as a bug to the A-Frame repo: https://github.com/aframevr/aframe/issues/new
I'm trying to include a STL file like a GLTF object in my A-Frame page, but I'm not making progress. I don't understand why the file doesn't work in a similar manner. Here is my code for the working page on Glitch with a GLTF file and a non-working one with the STL file. All object files are hosted on GitHub.
glitch.com/edit/#!/dramatic-hornet
(below is the non-working code excerpt copied from Glitch)
<a-scene>
<a-assets>
<a-asset-item id="object" src="https://github.com/rschildge/models/raw/master/NinjaSpinner.stl"></a-asset-item>
</a-assets>
<a-entity model="#object" position="0 0 -4" scale=".1 .1 .1"></a-entity>
<!-- <a-box position="-1 0.5 -3" rotation="0 45 0" color="#4CC3D9" shadow></a-box>-->
<a-plane position="0 0 -4" rotation="-90 0 0" width="4" height="4" color="#7BC8A4" shadow></a-plane>
<a-sky color="#ECECEC"></a-sky>
</a-scene>
As far as i know, a-frame's core doesn't have any loader for the .stl format.
There is a pretty recent community-made loader, be sure to check it out.
If it won't work, be sure to file an issue. If it works - give it a friendly star.
As for models in general, the a-frame team recommends the glTF format in the docs, as it is designed for webGL.
As for the model=.. syntax, you need to use a loader component, either the gltf-loader (like you do on glitch), or any other, but it won't work just with a model keyword
Using aframe, I would like to display a flat image with transparency (e.g. as png) which is dark when no light points at it. The parameter I figured out is emissiveIntensity, which is not recognized when using a-image (according to the console of my Chrome Browser):
<a-image src="#img-colorwheel"
position="8 3 -10"
rotation="0 0 0"
height="5"
width="5"
material="emissiveIntensity:0;">
</a-image>
When using a regular a-entity, it works:
<a-entity geometry="primitive: plane; height:5; width:5;"
material="src:#img-colorwheel; emissiveIntensity:0;"
position="0 2 -19.9"
rotation="0 0 0">
</a-entity>
My problem is, that in this case the transparent part of the png is displayed in white color.
Any hints - or workarounds?
Working with a-frame 0.7.0; same issue with 0.7.1
The <a-image> does not have the emissive mappings. You can also check it out, by searching for a-image in the source code, where You can see the mappings.
I would use the entity, since the a-image is clearly an abridged version of a-entity with the plane geometry.
If You really need the <a-image> with emissive, You need to change the shader, since <a-image> uses the meshBasicMaterial. Check out it's properties. No emissive. What needs to be done is:
<a-image src="https://i.imgur.com/wjobVTN.jpg"
position="0 2 -3"
rotation="0 0 0"
height="5"
width="5"
material = "shader:standard;color:blue;
emissive:red;emissiveIntensity:2">
</a-image>
like i did here.
Ofc You could make a component, which changes the material to any other, but the meshStandardMaterial should be sufficient.
I am trying to create a simple animation of falling dices. With below code, I am trying to apply a cubemap to a-box but not able get the desired results.
<!DOCTYPE html>
<html>
<head>
<script src="https://aframe.io/releases/0.2.0/aframe.js"></script>
</head>
<body>
<a-scene>
<a-assets>
<a-cubemap id="sky">
<img src="dice/Dice-1.png">
<img src="dice/Dice-2.png">
<img src="dice/Dice-3.png">
<img src="dice/Dice-4.png">
<img src="dice/Dice-5.png">
<img src="dice/Dice-6.png">
</a-cubemap>
</a-assets>
<a-entity geometry="primitive: box" material="envMap: #sky"></a-entity>
</a-scene>
</body>
</html>
As far as i know, environmental maps, using i.e. cubemaps, are used to provide a sphere environment, or work with reflecion/refraction, by providing a map of the surrounding environment.
In Your case, I would use a texture for <a-box>, or create a custom box made of planes, and texture them accordingly like this:
<a-entity id="dice">
<a-plane position="-0.5 0 0" rotation="0 -90 0"></a-plane>
<a-plane position="0.5 0 0" rotation="0 90 0"></a-plane>
<a-plane position="0 0.5 0" rotation="-90 0 0"></a-plane>
<a-plane position="0 -0.5 0" rotation="90 0 0"></a-plane>
<a-plane position="0 0 0.5" rotation="0 0 -90"></a-plane>
<a-plane position="0 0 -0.5" rotation="0 0 90"></a-plane>
</a-entity>
working fiddle: https://jsfiddle.net/x8dt1jjb/.
Cubemaps:
As I see from multiple sources, cubemaps had many issues:
Like here or here
I found some guy claiming that cubemaps work on all entities except the first one, check out his github,
cubemaps are working on his index.html
Please note, indeed cubemaps on his example are not working on the first entity, so my advice would be copying his cubemap declarations, and create <a-entity> with your envMap applied, but with scale="0 0 0", or visible="false". When made so, the first entity get's 'bugged' (but invisible, so who cares), and Your entity should work fine.
Works properly for me, inverted my sources though: http://gftruj.nazwa.pl/cubemap/
Note, that there is an order in which You need to declare faces of Your cubemap, as explained here. Looking at a dice cubemap, you need to get your order straight, for example:
dice-5, dice-2, dice-4, dice-3, dice-6, dice-1
btw I found a cubemap component, didn't tried it yet though.