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Object puzzles – differentiate between vertex groups?

Home Forums Puzzles Object puzzles – differentiate between vertex groups?

Viewing 11 posts - 16 through 26 (of 26 total)
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  • #77054
    c4cc
    Participant

    You can’t play the legs animation from 31 to 39. After cloning it has only 9 frames, from 0 to 8. The same with other animations. They are short.

    Thanks for this answer, it makes sense.

    Nope. You can create one animation containing all required sub-animations and play them from frame to frame when needed.

    Instead of playing from frame to frame you can cut one animation into several parts and play them individually.

    Why are we only limited to this, and not as I mentioned below:

    Late reply, I noticed here you cloned an animation clip to play from frame to frame. Why can’t we simply play frame to frame, using “Play animation puzzles”? Or using “Get animation of”? Or even “Select an animation clip”?

    Is there a difference between these 4 ways of playing from frame to frame?

    #77055
    kdv
    Participant

    You are not limited. Read with a little more attention…
    You can

    all required sub-animations and play them from frame to frame when needed

    or you can

    cut one animation into several parts and play them individually.

    It’s just two possible variants. It’s up to you to decide which one to choose.

    • This reply was modified 3 months, 3 weeks ago by kdv.

    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.

    #77061
    c4cc
    Participant

    all required sub-animations and play them from frame to frame when needed

    I have tried this but sadly it didn’t work for some reason

    • This reply was modified 3 months, 3 weeks ago by c4cc.
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    #77073
    c4cc
    Participant

    On second thought, I went to this verge3d tutorial at 5:48 – 6:10 and now it seems to work

    o46x1

    my puzzles

    o46x1

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    #77081
    kdv
    Participant

    Hooray, you’ve made this simple puzzle work )))

    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.

    #77085
    c4cc
    Participant

    For some reason, my reversed animation frames does not match with the original.

    But when I changed 55 to 54 in the reversed animation frame, the reversed animation frames now adds up with the original.

    Even though the original animation frames is 55 to 60, why is it the reversed animation doesn’t fully play this animation in reverse when its frames are 55 to 60? Instead, it finishes before the last intended frame

    • This reply was modified 3 months, 3 weeks ago by c4cc.
    • This reply was modified 3 months, 3 weeks ago by c4cc.
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    #77091
    kdv
    Participant

    For some unknown reason you usually use frame 1 as the first frame for your animations and also you set the playback range as 1…n. After exporting frame 1 becomes frame 0. The first frame in Verge3D is always 0 frame.

    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.

    #77092
    c4cc
    Participant

    I see. It makes sense. I thought, frame 0 is not played by verge3d animations. Read somewhere we have to set animation starting at frame 1 – as 1…n and onwards is only played.

    • This reply was modified 3 months, 3 weeks ago by c4cc.
    • This reply was modified 3 months, 3 weeks ago by c4cc.
    #77095
    kdv
    Participant

    https://drive.google.com/file/d/1Bkm0xtHF2lvWBo5eaWG3aId2U7IA7u2j/view?usp=sharing

    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.

    #77096
    c4cc
    Participant

    https://drive.google.com/file/d/1Bkm0xtHF2lvWBo5eaWG3aId2U7IA7u2j/view?usp=sharing

    Thanks, I’ll check this out and get back to you later

    For some unknown reason you usually use frame 1 as the first frame for your animations and also you set the playback range as 1…n. After exporting frame 1 becomes frame 0. The first frame in Verge3D is always 0 frame.

    Even here frame 1 is assigned as first frame?

    o46x1

    This time I did shift all the animation frames back by -1 in my blend file. So frame 1 was now frame 0, etc.

    Exported this to gltf even. Yet sadly I still have the same problem in verge3d

    Update: I may have solved the problem by going to render > verge3d settings > animation and unchecking “keyframe starts with 0”. Why weren’t we told to untick this option?

    • This reply was modified 3 months, 2 weeks ago by c4cc.
    • This reply was modified 3 months, 2 weeks ago by c4cc.
    • This reply was modified 3 months, 2 weeks ago by c4cc.
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    #77105
    c4cc
    Participant

    https://drive.google.com/file/d/1Bkm0xtHF2lvWBo5eaWG3aId2U7IA7u2j/view?usp=sharing

    Also, I figured out one reason why there was a clipping… my mesh already had keyframes, yet parented it to an armature, meaning the armature’s keyframes override the mesh’s.

    But thanks for your answer anyway, I really appreciate it, and I will analysis it so I may apply it for future use.

    • This reply was modified 3 months, 2 weeks ago by c4cc.
    • This reply was modified 3 months, 2 weeks ago by c4cc.
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