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Tagged: animation
- This topic has 10 replies, 5 voices, and was last updated 1 year, 10 months ago by kdv.
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2021-07-28 at 8:30 pm #43286kevinParticipant
Hello,
I have a PCB in blender with some components emerging from the board in a nice animation. It plays fine in blender but once exported to gltf or previewed with sneak peak, the animated objects are 100x larger and rotated wrongly.
The blender file is 70 MB, too big to attach, so here’s a drive link https://drive.google.com/file/d/1_EEDhJRV2hFEmPGMIxntWwB_rOEWXLMm/view?usp=sharing
Many thanks.
2021-07-29 at 10:14 am #43304Mikhail LuzyaninStaffIt’s hapens because of delta transfroms that are not supported. If you set them to 1/1/1 in scale you will see the same in blender.
Attachments:
You must be logged in to view attached files.Co-founder and lead graphics specialist at Soft8Soft.
2021-07-29 at 3:43 pm #43311kevinParticipantHi Mikhail,
Thanks for pointing this out to me. I was lucky enough to find this code https://blender.stackexchange.com/questions/145857/how-do-i-apply-delta-transforms-to-normal-transform and convert all the delta transforms to standard transforms, and with a lot of tweaking I managed to get the same animation. However when played in Verge3D all animated objects are moved to the world origin.
File: https://drive.google.com/file/d/1VrMiUucI5Vuf7wxhNu8kPyfjQWNde5Vx/view?usp=sharing
I appreciate your time.
Kevin
2021-07-30 at 7:52 am #43320Mikhail LuzyaninStaffYou need to set keyframes for all x,y,z for location. If animation exist all not set coordinates will be set to 0 on export.
Co-founder and lead graphics specialist at Soft8Soft.
2021-07-30 at 11:47 am #43327kevinParticipantThanks for the tip, problem fixed. Just one more thing: When opened in Verge3D the animation of my collections ‘first front’, ‘second front’ and ‘third front’ are completely skipped, both in .gltf and .html. I have not restricted the frames in puzzles (https://imgur.com/a/AqoQZIb)
The same occurs in the viewport when I open puzzles. However very strangely when I let the viewport finish then click ‘run your puzzles’ it starts from the beginning as it should.
Blender file: https://drive.google.com/file/d/1vI2UL51CmjkQhivxDnle9GJ0OGkVUc-1/view?usp=sharing
Thanks so much man. Your help is invaluable.
2021-07-31 at 7:17 pm #43351kevinParticipantHi Mikhail, I was able to solve this by adding a .1 second delay to the animation in puzzles. I’m happy to say that I’ve finished my product. My supervisor will buy a license. Some things I’d like to mention:
-Had to turn off autostart and set looping to ‘once’ for every single object, in object properties. This wasn’t so bad since I set up a macro and left it running. If I’m not missing a feature, it would be nice to be able to turn off autostart and looping for all objects in a scene at once.
-Encountered issue where annotations would drop FPS down to around 3. Turning off ‘fade annotations’ in initialization fixed this completely.
-Upon creating ‘when clicked’ puzzles, clicking with M1, M2 or middle mouse anywhere to pan or rotate would cause a half-second freeze (lag spike). Work around for me was to turn on ‘double click/tap’ in advanced event options.
(I’m not using html buttons because webflow embedding is not free).You are welcome to point out any potential fps improvements to make, shared folder is entire Verge3D app: https://drive.google.com/drive/folders/138u7_d8L3puA-QAercuSnornbyQU9uA_?usp=sharing
Thanks for the help. Have a nice weekend
2021-08-02 at 7:29 am #43372Mikhail LuzyaninStaffEncountered issue where annotations would drop FPS down to around 3. Turning off ‘fade annotations’ in initialization fixed this completely.
-Upon creating ‘when clicked’ puzzles, clicking with M1, M2 or middle mouse anywhere to pan or rotate would cause a half-second freeze (lag spike). Work around for me was to turn on ‘double click/tap’ in advanced event options.
(I’m not using html buttons because webflow embedding is not free).This all happens because amount of object about 4350 – this is extremely huge amount, especially for animated objects. Try to keep them under 100 objects for scene and less that 300-500k amount of polygons (for the whole scene), not the 2.5 million.
Co-founder and lead graphics specialist at Soft8Soft.
2022-12-27 at 11:22 am #59260qbaismoParticipanthi Mikhail, does an update exist to this problem with delta transforms? i have to make a decision which framework fits best and delta transform is pretty essential to my work.
greetings2022-12-27 at 11:39 am #59261Yuri KovelenovStaffHi,
Encountered issue where annotations would drop FPS down to around 3. Turning off ‘fade annotations’ in initialization fixed this completely.
This feature relies on raycasting and can get very slow for high-poly models. I’d recommend reducing the poly-count down to 100k, which would help to loading time and overall performance as well.
2022-12-27 at 11:51 am #59262kdvParticipantdeleted
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2022-12-28 at 1:16 pm #59273kdvParticipantan alternative to fade annotations. no extra CPU load when the post-processing is enabled and objects have shape keys. and looks the same way )))
https://v3d.net/a4kbtw, objects with shape keys (even not morphed) reduce the perfomance most of all when a raycaster is used.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
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