Home › Forums › Bug Reports and Feature Requests › Another one : clean root folder
- This topic has 14 replies, 2 voices, and was last updated 1 year, 9 months ago by NaxosCG.
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2023-01-23 at 11:43 am #59762NaxosCGCustomer
Hello again,
Is there an ellegant way to clean up the application’s root folder ?I mean, when i export gltf from 3dsmax, it copys all used maps into the root folder, even if they are nativelly in one dedicated “maps” folder.
I thought about starting the app with an empty scene, and “append” scene from a subfolder (so with all maps in this one), but it is not elegant solution.
Did i miss something about textures maps ?
Regards."1+1=3... for large values of 1"
2023-01-24 at 7:29 am #59784kdvParticipantand “append” scene from a subfolder (so with all maps in this one), but it is not elegant solution.
On the contrary, it’s a good solution. For example, one of my apps folder
All files exported from Blender are in thescene
folderPuzzles 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.
2023-01-24 at 9:38 am #59786NaxosCGCustomerOn the contrary, it’s a good solution. For example, one of my apps folder
Ok, so the main gltf is some empty scene and puzzle goes to append other files ? Or just you changed some urls in the html ?
"1+1=3... for large values of 1"
2023-01-24 at 9:59 am #59787kdvParticipantso the main gltf is some empty scene and puzzle goes to append other files ?
This variant is also used in some apps. The app starts with the empty scene and then the main 3D model is appended from the
scene
folder via puzzles. The V3D addon creates a good scene with the good camera/HDRi light. The glTF 2.0 exporter creates good, fast, small .glTF files with compressed geometry. That’s why this structure is used sometimes.In the first example the app loads the initial
.gltf
right from thescene
folderPuzzles 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.
2023-01-24 at 10:06 am #59789NaxosCGCustomerOk i see.
As i have some parts that will be the same across all the billards tables, i’ll do the append scene solution : this way i’ll have to do it once.BUT : what about the puzzles ? before you append scene, the materials / objects are not present in the main scene, so tu puzzles can’t be set with those names ?
There is only one .js / .xml for the main gltf…
How does it goes ?"1+1=3... for large values of 1"
2023-01-24 at 10:10 am #59790kdvParticipantThe
append
puzzle has thewhen ready do
slot. You’ll have the full access to objects/materials after the appended scene is loaded.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.
2023-01-24 at 10:11 am #59791NaxosCGCustomerYou can. The
append
puzzle has theonce ready do
slot. You’ll have the full access to objects/materials after the appended scene is loaded.I mean, when i want to create puzzles…
"1+1=3... for large values of 1"
2023-01-24 at 10:13 am #59792NaxosCGCustomerI think (maybe i’m wrong) that i have to create the whole puzzles with all in the main scene, so the mtl / obj are listed in the puzzle sections, then separate all into different gltf / subfolders ?
Or is there anyway to tell the puzzle editor that we will use this append scene and so we need to access it’s mtl/cam/obj lists ?
"1+1=3... for large values of 1"
2023-01-24 at 10:14 am #59793kdvParticipantall objects/materials are also available in the dropdown lists after the scene is appended. but a little later, in several seconds.
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.
2023-01-24 at 10:15 am #59794NaxosCGCustomerall objects/materials are also available in the dropdown lists after the scene is appended. but a little later, in several seconds.
Ok, so when we set an append scene, puzzles editor knows it even if not triggered yet… clever !
"1+1=3... for large values of 1"
2023-01-24 at 10:16 am #59795NaxosCGCustomerOr maybe i need to append first, create my puzzles, then make the append command trigerred with a clic or something ?
"1+1=3... for large values of 1"
2023-01-24 at 10:18 am #59796kdvParticipantWhen you open the puzzles editor it runs all your puzzles and loads files. If you just added the append scene puzzle then save and reload the puzzle editor to see objects from the appended scene.
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.
2023-01-24 at 10:19 am #59797NaxosCGCustomerAs i think using the load / unload demo scene, i have to append first, then create puzzles, then i can manage the trigerring of the append.
You confirm that ?
"1+1=3... for large values of 1"
2023-01-24 at 10:22 am #59799kdvParticipantYou confirm that ?
Just start coding and you’ll see all the nuances.
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.
2023-01-24 at 10:27 am #59802NaxosCGCustomeruntil the append did not occur, the mtl/obj are not availables in dropdown lists.
As the append scene is trigered with a clic / menu, we have to triger it (play within the puzzle editor), then we can find all mtl/obj in lists… Of course when scene is unloaded, the names remains in place, but it appears in red… until append again.So, to help future guys to get the method :
– Main scene (quite empty), some gltf exportyed in subfolders;
– code asap the append scene in the main one;
– play in the puzzle editor, so the append scene is done;
– create all other puzzles that are for the append parts;
– save and voilà."1+1=3... for large values of 1"
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