Tagged: scenes annotations puzzles
- This topic has 6 replies, 3 voices, and was last updated 4 months, 3 weeks ago by Tom.
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2024-07-30 at 6:52 pm #76284TomCustomer
I previously finished a large project with many annotations and pop-up windows. I now want to expand that project by adding scenes into it, but there were no scenes initially. As soon as I add a puzzle in to load a new scene, most of my puzzles get broken and do not trigger properly. This happens even if I have not triggered the new scene to load, and even if I remove that new scenes puzzle, it stays broken. Once I begin the puzzles for the new scene I am guessing that my old scene is given a object name where it did not have one before since new scenes are given a name. Do I need to somehow re-link all of my original puzzles to my original base scene, then again to my new scene if I want them there too?
2024-07-30 at 6:59 pm #76286visualizerCustomerCan something like this really happen? How many puzzles in total you have?
Sounds weirdCan you share any screenshot or example file or something to see?
2024-07-30 at 7:59 pm #76289xeonCustomerFrom my experience, I found it best to create a Master Scene. This Master scene has within it all the puzzles of all the other scenes. Then the only thing you are loading and unloading are the GLTFs.
If you load a new scene…you are ditching all your previous scenes puzzles. Its been a while since I did this last so not sure if it still works this way in 4.7
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-07-30 at 8:10 pm #76290TomCustomerWhat you are saying seems to makes sense. I have alot of things like annotations being created right away in the scene then turning them on and off throughout. Can I have everything re-run once the new scene is loaded?
2024-07-30 at 8:51 pm #76291TomCustomerAfter a little more tinkering. It looks like its alot, but not all, of my procedures that are having trouble running. Is there something with procedures I am missing while switching scenes?
2024-07-30 at 9:36 pm #76295xeonCustomerOk…so that we are talking about the same things… “scene” can mean different things to different people.
Scene in the world of 3D has multiple meanings. In 3D applications you can multiple scenes in within a file. These can be anything from product objects to entire forests. In Verge3D it has two meaningss. The first is based on the Scene Puzzle. A naming convention I wish didn’t exist…It should just be called “Load GLTF” and a more generic name as the overall content within the canvas window.
The default V3D application will load a scene containing the V3D cube a light and a camera. No puzzles. To dynamically replace the cube with something else ( another scene – meaning replace the existing geo with some new geo). We have to use the Scene Puzzle and define the GLTF that we want loaded. But the GLTF does not have any puzzles associated with it.
However if your first scene contains a HTML button named “Button” when you load in the new geo/GLTF the HTML button will remain with the same functionality you originally provided. Loading in the new GLTF does not change your puzzles. So the Button will continue to work. However if you had an object called Cube at the start and you had a set of puzzles that are specific to that Cube or reference that cube those puzzles wont work once the cube is no longer loaded.
To get around this problem. You may find it easier to load all your objects into your base scene inittially, create all your puzzles, then remove the objects you want to load in.
The puzzles objects will turn red indicating they are not loaded but they will work once the new GLTF is loaded.The Load and Unload sample project is a bit basic and doesn’t quite describe the issues you are having but if all your puzzles are in the first project and you are just loading in and unloading GLTFs you are going to be good.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-07-31 at 2:29 pm #76329TomCustomerThanks for that explanation and that all makes sense. I dont really seem to be really even getting to that type of issue where I load things in that dont have the same object name. As soon as I add in a puzzle that would load a scene. It breaks some of my annotations. Even if I dont trigger that puzzle and everything is still running on the initial scene (GLTF), it is still already broken. I have also tried to load a new GLTF, then load the original GLTF again and things are broken beyond annotations. It seems like alot of my Procedures are broken at that point.
I think I have found a workaround solution, however, that I will be diving into soon. I am running an Index.html on top of the Verge3D HTML. I have done a basic test and inside the index.HTML I can switch the Verge 3D HTML in the iFrame to a different Verge3D HTML. This seemed to work and each project seemed to work as intended. I need to delve into this more though to see if it is a viable solution.
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