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Wound Closure Demo

Home Forums Projects Wound Closure Demo

  • This topic has 9 replies, 4 voices, and was last updated 1 year ago by xeon.
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  • #69247
    xeon
    Customer

    Hi Everyone – Happy Holidays

    Some of my demos sit on the shelf for a very long time waiting for the day in the sun. This one started in late 2021….finished for the first time in early 2022 then it was put back on the shelf for when we had time to complete it as a demo. But here it is almost two years later and Blender and Verge3D have come along way. Hope you enjoy.

    https://www.r66d.com/wound-closure

    X

    • This topic was modified 1 year ago by xeon.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #69250

    This app demonstrates an important e-learning use-case. Excellent work as always! :good: :good: :good:

    Chief 3D Verger | LinkedIn | Twitter

    #69293
    bigmike814
    Customer

    Xeon, this is awesome.

    Question, have you done any demos on the sprites you use for the GUI? See the photo. I cant remember if this is something you covered yet, but I like how it always stays forward facing and stays the same size no matter where the camera is from perspective.

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    #69303
    xeon
    Customer

    Hi BigMike814,

    This is a good idea for a tutorial.

    The way this was achieved in the Robot Explorer was HTML and CSS. However, the same effect can be achieved inside your 3D app. In Blender, you would create an image plane with text and button and then place a track to constraint on it to the camera to ensure it points in the right direction.

    Given there are no SEO advantages for having HTML vs and image when using WebGL the image plane method works really well.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #69316
    bigmike814
    Customer

    Xeon,

    Thanks for the tip. I might have to try it out with my app. Right now I’m using the create a plane with texture, but I think using a div that can scale and always stays the same size makes more sense.

    #69328
    xeon
    Customer

    If you are using a plane object, consider parenting it to the camera, and then Clearing Parent Inverse. This will make the plane stay parented to the camera and allow you to use the Visibility Breakpoints in your V3D settings.

    This will ensure the plane object is the same size and position to the camera no matter what and will act like 2D HTML overlay/annotation. I suggest making sure the object does not cast or receive shadows and you use an emmission shader so that it always evenly lit.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #69333
    bigmike814
    Customer

    Xeon, that’s a good idea but the plane is a moving plane to show measurement. I had used the annotate function, but with that I cant style it at all. I think the first suggestion you had would be the best for me. I could parent the div to an empty that moves.

    #69334
    xeon
    Customer

    ah…. moving…. in that case….I would go with a div too.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #69338
    Crunch
    Customer

    cool app xeon! :good:

    #69346
    xeon
    Customer

    Thank you Crunch.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

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