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Al Sande

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Viewing 15 posts - 1 through 15 (of 18 total)
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  • in reply to: clickable objects behind other objects #30464
    Al Sande
    Customer

    Glad to be able to help out… I’m a bit of a newbie at this end of it but am learning more as I find the time to experiment with this very interesting application.

    in reply to: clickable objects behind other objects #30410
    Al Sande
    Customer

    I did this in my “Heli Ride” project (in projects) and had my “clickable objects” just positioned in front of the mostly-transparent “legend” that I made to show where to click.

    I did a screenshot of a what my setup looks like. In this project I had 4 cameras so duplicated this setup 4 times; then the user can just click on a camera to change views. The puzzles I used are also shown in the project folder. All object (camera, transparency, clickable objects) are all selected so you can see all of the components.

    I did have to mess with it a bit (and it could still use some tweaking) to make sure the “click targets” were actually in front of the legend a bit; it’s still possible to miss it if the click isn’t just right.

    I hope this helps a bit…

    Al

    in reply to: Spherical Camera #30023
    Al Sande
    Customer

    I hope you find your answer…

    in reply to: Spherical Camera #30021
    Al Sande
    Customer

    If you’re using Blender, you can render out your scenes as 360 images as described in this Youtube video:

    I’ve done it a couple of times to render out scenes as images that can be used as a panoramic image – then these could probably be used as backgrounds in Verge3d (however I’ve only done it for animations…)

    I hope this helps.

    Al

    Al Sande
    Customer

    Thanks for the tips, Simone -they’ll come in handy for future projects. Most of my “work” (I use that term loosely!) is in and around animation as that’s where my primary interest is with Blender and 3d – but the web content (with Verge3d) is something I’ve enjoyed learning about but have a long way to go.

    I’ve done some work on optimizing some of my scenes. The first major one I started, still a work in progress and unpublished, loaded quite slowly so I watched the appropriate videos and have done some optimization of the models and shrunk the textures from 4k to 1k as well as combining a lot of them into single texture per model – but there are still lots of things to do, maybe even doing another optimization pass at the models. I did get the load speed down quite a bit, though. I’ll explore the backface culling setting – thanks for the tip!

    I suspect that my major problem is one you’ve probably stumbled upon – I have a lot of irons in the fire! Part of that is that I’m still trying to get better with Blender (that will always be the case!!) so am always trying things out – and have done quite a bit of work this year on sculpting and retopology (much more work needed!!) as well as nodes, baking textures, etc… Many of my “organic models” have particle-based hair so unfortunately will likely never see the light of day in Verge3d (although I’ve been experimenting with making “hair cards” as a stand-in). You more than likely saw my experiments with photogrammetry as well (some of which made it into Verge3d tests – but the number of vertices generated have to be dealt with through either retopology or decimation and/or remeshing).

    I had a lot of fun doing the “On Alert” animation in Blender – and used a few things other than the standard animations (like using several noise modifiers on the camera rotation to simulate the “rocking” one would get when filming from a boat, using an ocean modifier to drive the waves, and volumetrics for the fog as the whole thing lives in a big cube!) I was fortunate enough to have visited the lighthouse in question so had some reference pictures and a good choice of soundtracks from the videos I recorded as I’m a big believer in “intellectual property” rights and either make all of my own stuff or try to attribute the creators properly…

    I suspect my biggest hurdle in using Verge3d is that I always tend to think in things in terms of animations – and the 3d scenes are a bit of an afterthought so aren’t necessarily optimized for that. I’m still trying to sort out all of the things I think I need for where I think I want to go with this (is that vague enough?) – but my primary goals are to learn new stuff, do interesting things, and have fun. Unless someone decides they want to pay be something to do this, those goals will probably stay the same… Fortunately for me, Yuri gave me a break on the Verge3d license fee last fall so that I can afford to experiment a bit without generating any income.

    We’ve probably hijacked this forum enough (sorry Yuri!) but I’m sure you’ve presented enough tips to justify all of the words!! I’ll take these to heart on my upcoming projects… Thanks!

    Al

    Al Sande
    Customer

    Thank you so much for this feedback. I would like to make the vehicle walk around and add more flying (or diving experiences like you suggested and like the inspiring Heli Ride by Al Sande. It would be nice if movements could be controlled with the control stick in the vehicle and have the gauges animate accordingly.

    I haven’t tried controlling animations with puzzles yet (mine just run out of the box) but it would be cool to make a “simulator” that one could control a bit more. I wonder if it would be possible to do a base animation (where the model’s empty follows a base path) with minor movements triggered by other animations. Actually, might this be possible with multiple empties, each animated a bit differently but all parented to the “base” path/empty? Hmmm……

    Anything I can contribute from my experiences and/or failures let me know (although I think you’re into this a lot deeper than me!)

    Al

    in reply to: New additions to My Vehicle Fantasy and a VR version #29636
    Al Sande
    Customer

    I had a chance to explore this a bit more yesterday – and I had no idea of the detail/depth of this project when I made my initial comment… You’ve done a lot of stuff I’ve only read about so far but have given me a few more ideas about what I think want to do with this technology. My “vision” is a variation on some kind of virtual amusement park of sorts (you’ve already been on a helicopter ride which is like a rudimentary proof of concept) but I am still just exploring the basics… I’d really like to get into VR but maybe next year as I’m on a retirement budget.

    As I was moving between scenes (something I’ve only attempted in my projects once, mostly unsuccessfully!) I couldn’t help thinking that if it was possible to do “background loads” things would be so much quicker. Although I know it’s not the same thing, I kept “seeing” something like the old MS-DOS task switcher (which wasn’t a multitasker!) but it would preload the next scene allowing it to be ‘stuffed’ into browser somehow. I’m sure if it was possible Yuri would have sorted it out :)

    I think I just dated myself as an oldtimer! In any case, I enjoyed exploring your app and will head back there again to explore some more…

    I’ve experimented with a few different scenes on my blog although I wouldn’t call these finished – more just results of “learn as you go”. If you’re curious, you can check them out at https://sande.ca/wp/category/3d-scenes/ although they might be a bit slow as my host is not a top performer ($$)… There is another helicopter one there as well as a flying airplane and a couple of basic scenes/models made with photogrammetry.

    Al

    in reply to: New additions to My Vehicle Fantasy and a VR version #29617
    Al Sande
    Customer

    I see I have some work to do <g>… Very nice, Simone. I particularly like your scene (the northern lights are expecially nice as I grew up in northern Canada and your scene reminds me a lot of that). I will have to go back and explore some more as I’ve only just had a glance at it so far.

    Al

    in reply to: Heli Ride #29431
    Al Sande
    Customer

    If anyone’s curious about the camera switching, here are the puzzles I used to do it. The “Head’s Up Display” is just an overlaid image on each camera (mostly transparent except for the legend); there are also hidden objects to click on also overlaid/parented to each camera. The legend moves a bit between each camera as I didn’t quite get them “parented” in the exact same spot on each camera (I think Blender 2.9 has just added “snap to camera” but this project was finished up in 2.83). Hopefully the puzzle image is fairly self explanatory (it took a bit of experimentation and there might be an easier way to do it but this was my method). I hope this helps if anyone is trying to do something similar…

    in reply to: Heli Ride #29430
    Al Sande
    Customer

    Thanks for the nice comments! I’ve really enjoyed extending Blender’s capabilities with Verge3d over the past while and it’s given me lots of ideas. Now I just need more time to try all this stuff out <g> So much to learn….

    in reply to: Not opening my application. #28849
    Al Sande
    Customer

    It loads for me, but does stall at 60% for a few seconds. When I tackled that situation in one of my first projects, I tried to simplify things a bit (ie reduce the complexity of the models) and shrink/optimize the textures (from 4k to 1k) which helped quite a bit (although I could probably still do some more optimizations). I think there’s a tutorial somewhere here that deals with this.

    With your other application showing the watermark, I think you might have to regenerate the GLTF files with the registered version and reupload.

    I hope this helps…

    in reply to: Object not displaying with sneak peak #28432
    Al Sande
    Customer

    I just tried an experiment with Blender and BlenderGIS 2.83 and was able to display the generated object in Verge3d sneak peak. However, I did do a couple of things in Blender first.

    1. Rescale the object to be a more reasonable size. It imports with a scale of 1 but the dimensions are huge!
    2. Apply all of the modifiers to the object.
    3. Then, set the scale of the resized object to 1.

    Then click on “Sneak Peak”. I’ve attached a screen grab showing what I ended up with… I did nothing with normals, etc – only the above after running BlenderGIS.

    I hope this helps.

    in reply to: Camera Path in Verge3D ? #27978
    Al Sande
    Customer

    Glad it helped. This was a real mystery for me for a few months until I stumbled across a post detailing the answer as I use a lot of curves/loops in my animations…

    in reply to: Camera Path in Verge3D ? #27951
    Al Sande
    Customer

    If I understand this right, you’re trying to get the camera to follow a path (curve)…

    If you have the camera follow the curve with the “follow path” constraint, select the camera, then from the menus bake the animation (object/animation/bake action) with the “Visual Keying” option selected. This creates keyframes for the object (camera) position on each frame, which Verge3d can interpret…

    I just did this with a cube and did a screenshot of the “bake action” options, which is attached. I hope this helps…

    Al

    in reply to: Restoring Hidden Viewport #26836
    Al Sande
    Customer

    Thanks! I’ve been looking at that camera and thinking “screenshot” so never thought to click it… I figured it would be something simple.

Viewing 15 posts - 1 through 15 (of 18 total)