Will Murphy
Will Murphy
@kylebakerio please note that `aframe-physics-extras` is not required to user `super-hands`, you could use another collision detection component such as `sphere-collider` from [aframe-extras](https://github.com/n5ro/aframe-extras/tree/master/src/misc) in place of `physics-collider` and drop `collision-filter`...
You might try something like https://www.npmjs.com/package/aframe-gltf-part-component to break up the gltf model into separate entities that can each be draggable. If you nest the submodel entities within the larger model...
@diarmidmackenzie yes this sounds awesome!! I'll take a look soon
Took some digging, but I tracked this down to an issue with n5ro/aframe-physics-system#202. Got it running again by pointing to github instead of npm for it. Would you mind pulling...
I'm working on a new version of grabbable that acts more like reparenting using matrix multiplication
Hi there. Thanks for getting the Peep Show reference! I'm having trouble reproducing this. I just tried in the mouse example changing one box to scale 0.05 and another to...
@ianpetrarca if you use physics, you get the rotation-at-a-distance for free. For a solution without physics, somwhere I have a version of grabbable that does all the matrix math to...
I believe it does work
If you are using physics, you have to tell the physics system how to handle collisions for your gltf. It is able to do this automatically for simple primitives, but...
Yes you can add and remove grabbable on live entities. It could be related to this statement which doesn't provide a valid property value for grabbable: `el.setAttribute('grabbable', 'true')` Use an...