Move along a path / animation independant from timeline?

I am looking for a way to move an object along a path, indefinitely, without to stop the simulation time.

I need a 3d object to follow a circle path indefinitely, without altering the timeline.

Any idea ?

Hi @adcomere,

A callback property is probably the most flexible option. You could define a function that returns positions in the circle path indefinitely.

It’s the idea I guess…

You would have a code that demonstrates the feasability ? a sandcastle ? It seems more complicated than that, as this thread shows : Controlling model animations independent of Cesium timeline

But unfortunately this 5 years old code doens’t work animore + seems very complicated.

anyone has a better idea ?

The idea is easy :

I have a map zone. I need a 3d model to follow the path : point A → point B → etc. → point A, forever, without the need of having timecoded path datas.

I am coding a game, based on an island, a certain 3d object (an NPC) should cruise through the island and should follow a path on the map forever.

For now I found a dirty hack = I animated the glb object in blender directly with distances etc.
But it’s not very flexible, I’d like to programmaticly do it.

I really looks through A LOT of threads and sanscastles (I know all of them), and I didn’t find anything. A lot of links are dead also so it’s hard to find.

I would greatly appreciate a demo, if someone knows how to do it.

Perhaps this example is more relevant? It will let you programmatically control glb animations.

The above example does it based on the current simulation time, but there’s no requirement to. Instead, you could use scene.frameState.frameNumber.