~/workshop

WebVR with A-Frame - Getting started

Workshopat JSConf.Asia 2018 · 2018-01-25..01-27· [webxr, web-platform]
slides:none on file

Workshop shows how to build a working WebVR app with A-Frame + Glitch + glTF, loading a 360 photo from a Ricoh Theta S as a 360 sky texture, importing models from Poly/3D warehouses, and animating orbits with A-Frame components. Debugging reveals practical gotchas: the inspector hotkey sometimes fails, single-file glTF blocks rendering, and model origins/scale often need fixing. Devices range wildly (cardboard ~82M devices vs. Rift/Vive hundreds of thousands), and basic VR interactions like teleport controls run on phones and headsets.

AI-written summary · about

  1. 0:00Welcome and logistics
  2. 1:44Venue and schedule
  3. 4:14Getting started with A-Frame
  4. 8:19Understanding 3D concepts
  5. 10:55Adding and editing entities
  6. 14:26Using the inspector
  7. 24:39Scene hierarchy and materials
  8. 39:43Environments and 360 images
  9. 50:58Importing 3D models
  10. 1:10:11Model optimization and hierarchy
  11. 1:24:16Animation and controls
  12. 1:49:55VR industry insights
  13. 2:04:10Cameras and lighting
  14. 2:13:31Components and scene building
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