Home › Forums › General Questions › Package Size? and Extracting Javascript
- This topic has 6 replies, 4 voices, and was last updated 6 years, 5 months ago by Mikhail Luzyanin.
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2017-12-06 at 10:32 pm #1056lagaucheParticipant
Hi All,
Verge3D looks really interesting. Love the Blender integration. Two questions:
1.
Since this is writing Javascript with Three.js can I design a scene with Verge3D and then when I’m done completely remove Verge 3D and simply include the Three.js library and any other necessary library or is the JS Verge3D dependent?2.
How many MB does Verge 3D add on top of the standard Three.js libraries and Tween etc if doing animations (I think Verge3D uses Tween).Thanks!
2017-12-07 at 6:51 am #1057Yuri KovelenovStaffHi lagauche and welcome to Verge3D forums!
Verge3D is based on Three.js and exposes its API namespace (THREE). However, we made some additions to the API (v3d namespace), and the visual logic editor Puzzles works on top of these additions. Also we made numerous changes in the core and especially in the glTF exporter and loader. So I think that while you theoretically can load Verge3D scenes in vanilla Three.js environment, most Verge3D features will be absent in this case.
To my knowledge, we don’t use the Tween library for doing animations and most code added on the top relates to Blender shading system. The file size of Verge3D Javascript library is currently 711 kB vs 511 kB of the original Three.js.
2017-12-07 at 7:23 am #1058lagaucheParticipantThank you for the info. That’s very impressive that you only added 200k to the vanilla library!
Regarding animations. I saw that Verge3D supports importing Blender animations, but I was wondering does it support importing and working with shape keys for morph target animations?
I will experiment with Verge3D this weekend. I’m curious to see if I will have any issues utilizing other javascript libraries that I use with Three.js like osc.js for example.
I wish for great success with this project : ) It must have been a lot of work to get this far and I can’t wait to see it continue to develop along with Three.js!
2017-12-07 at 7:39 am #1059lagaucheParticipantBesides Shape keys and Morph Targets, I was wondering if your glTF exporter also supports Blender rigify skeletons?
Thanks! : )
2017-12-07 at 2:55 pm #1060Yuri KovelenovStaffYes, Verge3D support morph target animation out of the box. See the attached example.
Regarding rigify, you can enable ‘Bake Armature Actions’ in Verge3D settings under ‘Render’ tab. See the ‘E-learning’ example in verge3D distribution in which armature rig is baked upon export.
Attachments:
You must be logged in to view attached files.2018-07-19 at 1:20 pm #5827loomCustomerHi,
i am testing Shape keys at the moment, works fine – but after enable “bake modifier” fot the export it wont work… anymore. I’am in the need of modifing a muscle that has an armature and a subdiv modifier attached. Any sugestions ?
2018-07-19 at 5:23 pm #5862Mikhail LuzyaninStaffI’am in the need of modifing a muscle that has an armature and a subdiv modifier attached. Any sugestions ?
You need to apply all modifiers before you make morphing. If you can attach a simple example of your geometry may be I can find a losution for you how simpli rebake your mesh to meshcash to not redo all work again.
Besides Shape keys and Morph Targets, I was wondering if your glTF exporter also supports Blender rigify skeletons?
Rigify just a complex bone system with a lot of constrains on it, but in the base of it it has a simple skeleton, so you will need just to bake your animation to simple animation or use Bake Animation checkbox in the engine’s export settings as Yuri said.
Co-founder and lead graphics specialist at Soft8Soft.
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