Home › Forums › Bug Reports and Feature Requests › Verge3D 4.4 pre3 animation and outline issues
Tagged: animation loop issues, Blender 3.6, Verge3D 4.4
- This topic has 8 replies, 4 voices, and was last updated 1 year, 2 months ago by kdv.
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2023-07-16 at 12:16 pm #65242illussimoCustomer
Lately, I have updated my projects to Blender 3.6 LTS and am glad that recently both Blender and Verge3D support webp file format. (my projects load much faster now.)
Version 4.4 pre-3 works great and has significant improvements but I found 2 issues – while testing my Fantasy Vehicle project – that used to work well in version 3.9.1.
1) The rotation of the propellers doesn’t loop any more. (The animation puzzle repeat function doesn’t work any more.)
2) In 3.9.1 (and previous versions) the outline used to appear without problems when the camera is outside of the environment dome. Now the outline only appears when the camera is close to the object.
I hope I am on time with this post so you can fix this before the final 4.4 version.
Thanks and best wishes,
Simone2023-07-17 at 6:43 am #65262Alexander KovelenovStaff2023-07-17 at 4:19 pm #65266illussimoCustomerHere is the zip file to test things out. Even in this simple scene, the same issues occur.
2023-07-18 at 4:07 am #65268kdvParticipantHere is the zip file
Where? )))
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.
2023-07-18 at 6:54 am #65270Yuri KovelenovStaff2023-09-19 at 9:36 pm #66945illussimoCustomerAny news on resolving these issues?
Everything worked fine in version 3.9.1. The object animation didn’t need to be pre-baked in Blender, and the outline function worked also when the camera was outside the environment dome. Are the issues due to changes in Blender or to changes in Verge3D?
I now have to pre-bake the object animation to make things work in V3D. Unfortunately, there is only a V3D setting in Blender to bake armature animations but not to bake object animations on export.
Hopefully, everything can be resolved in version 4.5.
Simone2023-09-19 at 9:54 pm #66946kdvParticipantThe object animation didn’t need to be pre-baked in Blender
And now they don’t need it (except armaturtes). The only difference concerning the linearly interpolated rotation was discussed here https://www.soft8soft.com/topic/linear-animation/ and here https://www.soft8soft.com/topic/linear-rotation-intopolation/
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.
2023-10-02 at 12:19 pm #67253illussimoCustomerThere might be a workaround for the last versions, but I hope these 2 issues will be fixed in the upcoming version of Verge3D. As I said, it all worked fine in 3.9.1 and before. It is unfortunate that sometimes things break while working on improvements. Keeping up with the many changes in Blender is also not an easy task.
I hope it can be solved.2023-10-02 at 5:48 pm #67259kdvParticipantAs I said, it all worked fine in 3.9.1 and before
Yes, the linearly interpolated rotation worked fine in 3.x.x. with just two key frames. But now it won’t. Now it requires at least 4 key frames. No baking required.
Their official answer given five months ago:
Unfortunately this is not a bug, but a limitation of glTF format which can’t store Euler angles (only quaternions). Basically, the 0 and 360 rotation is the same, so the cube is motionless. To make it work you need to supply a couple of intermediate keyframes in-between.
The simplest example of how to make an animated linear rotation:
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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