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Avier3DCustomer
Hello,
I’m on the same boat and I was about to post the same question….Avier3DCustomer👌👍👏
Avier3DCustomerGreat Stuff!
Avier3DCustomerHi!
The problem was solved, the fix will be added in next release.Weeeee!
Avier3DCustomerare you using LZMA compression? If that is setup, but not activated in puzzles, you could get those freezes during load.
Avier3DCustomerSure. I agree, ideally the camera would hold its focus point and just not be allowed to move any further.
Ah great stuff. I made something similar before but the solution was that the tool actually needed a “story” mode to be arranged through UX, rather than absolute freedom of movement and then place “idiot proof” contraptions. Thanks for sharing, I’ll keep it in mind for when I’ll be dealing with a free-nav approach.
Avier3DCustomerWhere I’ve wanted to restrict panning i’ve used the ‘get distance’ puzzle to compare the camera position to the centre of my scene, and when it goes above a certain limit it brings the camera view back to the centre.
Great to hear about your approach, I’ve played with multiple options but still not happy with a smoother experience. Would you have any puzzle example to share by chance, or more description of what you find best approach?
No stress
Avier3DCustomerHi,
Thanks for your feedback, guys!
@avier3d: Can you provide more details on this issue? Basic scene that reproduces this behavior would be fine.I just tried to get the same problem within the load-unload model, but I can’t replicate it. But the load-unload looks fantastic with reflection probes and animated lights with shadows!
I’m happy to (privately) show the issue, it’s happening on a client’s product that I can’t publish here .
Avier3DCustomerHi, @all!
Thank you for reporting these issues. It helps a lot! We’re working actively on fixing as much as possible before the upcoming Verge3D pre4. Stay tuned!Avier3DCustomerthanks to you and team.
Avier3DCustomerHi,
This has been requested before and some of it can be driven with puzzles, but I’m also on your boat.scenario : turn around an object, then click to focus / zoom to a detail, with fixed cam, then come back to main cam free to move.
You can do this by placing locators on every set location, where your camera needs to be and where to look, and then also puzzle those state changes. It is sometimes not as smooth but still works well.
But I agree that the UX tooling in regards camera is an area that defintiely will help users create better experiences.
Avier3DCustomerHello,
You are probably for problems in it, since Sharepoint changes its internal structure almost weekly. Even if it has web cappabilities, it’s a bit of a frankenstein.SharePoint is ok for office use but it’s not a developer/author pipeline at all.
If you want to share projects, or use something like GitHub, or setup a network shared drive that can be mirrored remotely, so every user has all the same application paths.Avier3DCustomerAmazing.
feedback:
-Reflection planes seem not to work well with reflection probes, my whole scene goes black (darker) even if I refresh the lightprobes?Avier3DCustomerHey thats cool !
why don’t we think of annotations make more sophisticated & featured along with this?I’m in the same boat. Currently building complicated contraptions in order to produce a pleasant UX/UI for the projects.
Regarding orthographic camera, the new HiDPI features stop working properly if assigned to orthographic. This can also happen to perspective, sometimes things simply do not follow edges or rules, randomly.
Avier3DCustomerI’m recycling this post, since it is a similar request:
Is there any procedure to refresh the outline? When an object has an animation or a morph, the outline shown remains in its original position.
I often use objects with morphs to trigger simple object variations, but the outline won’t match. Would be fantastic to be able to refresh the outline to the morph update.Thoughts?
This is something I often come across with.
Cheers. -
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