I’ve managed to come up with a mode picking/switching method.
The video quality isn’t too good, so here’s a screenshot to see exactly what’s going on when the mode menu is activated:
Essentially, the user can activate mode picking by clenching their hand into a fist, bringing up dial with four different modes the user can select from: Rotate, Zoom, Sculpt, and Select. I’m still working on the sculpting functionality, which isn’t yet ready to be shown as a video. To pick a mode on the dial, the user keeps their hand clenched and moves their fist in the direction of the subsector of the dial that they want to change modes to. A line will extend from the center of fist when the modemenu was called up out to the sectors. To select the mode, the user must unclench their hand. The pointer reappears in the color of the selected mode (red for rotate, green for sculpt, yellow for zoom, or purple for selection/null mode. The colors help differentiate the mode currently.
Besides this, I’ve also been playing around with materials in WebGL. (This is partially why the cube in the video is very oddly colored with hard to differentiate faces. I would like to achieve a nice glossy white floor (which at the moment is black and hence invisible because I am still playing around with reflections in Three.js).
Oh, and I've fixed the problem with the mesh wireframe display. It turns on with pressing the "t" key and returns to normal with pressing the "f" key. Here's the transparent view:
Before the demo on Thursday, I will be meeting one or two of my test subjects again to see how my developments are received by them.












