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WebenartCustomer
it works but it does not if i set to animate during scrolling from 0 to 1
i have set a lot more actions on that loop and all work except of that one. I have attached image so you can see.
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webenart.comWebenartCustomeri’ve seen that post, is not exactly what i need, that is definitely better than my approach of moving the camera until the object looks on edge. But Still, that does not make it responsive.
In my attached images you can see the desktop and mobile layout
Black is Full-screen canvas
Red is 1140px default universal container box
Blue is 50% of the red.So if i didn’t care about background i could just set the verge3d to the blue and end of story. But the background needs to be on the black (fullscreen) and the object itself it should be centered inside the blue.
So no matter the screen size, no matter mobile or not, it would always be responsive. By offsetting a few values on the right won’t be enough. It should be centered aligned inside the blue container, that’s the proper approach and is really strange why they do not provide such an option, i cant be the only one that i care for responsiveness or placing the objects on the side! These are the UI/UX rules is not my personal opinion
regards
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You must be logged in to view attached files.Webenart | Creative Websites
webenart.com2023-05-10 at 10:32 am in reply to: My First Project Demo for a Swiss Toothbrush Brand (Product Visualisation) #63641WebenartCustomerInteresting project, good job, how did you create the beacon on the bottom of the toothbrush though?
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webenart.com2023-05-10 at 8:13 am in reply to: WARNING: Too many active WebGL contexts. Oldest context will be lost. #63624WebenartCustomerfor the register model is not a function is something that i tried for the moment you refreshed the page and it was wrong.
but for the three.min.js yes it is true, i am using slider revolution for the background that uses i guess also webgl. and if i remove it then i dont get the error.
The truth is that I would like to use both though. If you have any idea on how i can do that.
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webenart.com2023-05-10 at 7:10 am in reply to: WARNING: Too many active WebGL contexts. Oldest context will be lost. #63620WebenartCustomerYes i have 3 instanced on a slider, i have not implemented those 3 the way that article explains, so I’m not sure what to edit!
The way i add those 3 is i just call those files from the project folder and set
<script src=”/wp-content/uploads/verge3d/888/v3d.js”></script>
<script src=”/wp-content/uploads/verge3d/888/Cursor_1.js”></script><script src=”/wp-content/uploads/verge3d/1213/Cursor_2.js”></script>
<script src=”/wp-content/uploads/verge3d/1214/Cursor_3.js”></script>
Do you mean that i have to call the v3d.js of the cursor_2 and cursor_3 as well?
i have changed the container ids to each of those to the 2nd and 3rd as v3d-container2 and v3d-container3
Webenart | Creative Websites
webenart.com2023-05-09 at 11:21 am in reply to: WARNING: Too many active WebGL contexts. Oldest context will be lost. #63615WebenartCustomerSo actually there is a problem while resizing the browser width to test responsiveness, after a while that 3D canvas gets white and does not respond after a while.
here is the page
https://busy-hoover.159-100-30-224.plesk.page/
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webenart.comWebenartCustomerSo my question still exists, how can i bypass that? That is the main reason i posted!
Webenart | Creative Websites
webenart.comWebenartCustomerAs i already said, apparently you missed it, orbiting and panning AFTER clicking and going outside of the v3d-container, it works!!!, the only situation it stops its if there is an iframe as a parent.
Besides that kdv you are not obliged to reply, im trying to find a solution here if you don’t want just don’t reply, may other people will, looks like you are getting mad! chill man :)
Webenart | Creative Websites
webenart.com2023-05-02 at 7:13 am in reply to: WARNING: Too many active WebGL contexts. Oldest context will be lost. #63388WebenartCustomeri used another feature that uses Webgl and i guess it conflicts with verge3d. So i just removed that feature, i dont get that any more.
Would be nice to have both but this is out of my power
thanks for the reply.
Webenart | Creative Websites
webenart.comWebenartCustomerthank you very much i will give it a try.
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webenart.comWebenartCustomerHere is the file
- This reply was modified 1 year, 7 months ago by Webenart.
Webenart | Creative Websites
webenart.comWebenartCustomerUnfortunately i have not the skills to do that, thanks for the help anyway :)
Webenart | Creative Websites
webenart.comWebenartCustomerHi,
So i tried it,
const xNorm = event.offsetX / event.target.clientWidth;
const yNorm = event.offsetY / event.target.clientHeight;
VARS.pGlob.screenCoords.x = xNorm * 2 – 1;
VARS.pGlob.screenCoords.y = -yNorm * 2 + 1;indeed i get movement outside of v3d-container, that’s a good start, but when the mouse got from the v3d-container to the parent container the movement of the 3d object it is way larger than inside the container, and its sudden, it is noticable that you are getting out of the container with the cursor, bcs the object “jumps” to a different location, like the center changes.
I tried a few different parent containers for the possibility there is an issue with the one i chose, still the same.
regards
Webenart | Creative Websites
webenart.comWebenartCustomerthat worked, thank you very much :)
Webenart | Creative Websites
webenart.comWebenartCustomerhi,
Should i do any other settings on Blender for that to work? i mean do i have to use “track to” constraint to the empty, or something else?
Because by themselves those puzzles do not work for me.
Webenart | Creative Websites
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