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Avier3DCustomer
YESSSSSSSSSSSSSS!
Avier3DCustomerI’ll chew it as soon as possible :)
Thanks team.Avier3DCustomerYou can use collision physics, or attach it to an empty, which you control, then have that constantly checked for its coordinates, which would intentionally be disallowed from overreaching your designated room/wall boundaries.
I’ve tried this before but I was short on puzzle expertise, I should try this approach again. Any puzzle reference/suggestion for this?
Thanks.
Avier3DCustomerIt’s all about the UX I think.
Camera’s Rotation/translation acceleration & de-acceleration puzzle control would be fantastic in order to create better UX in my projects.
At this stage it would be very helpful to me if I could control the mouse/touchpad scroll smoothness (and hopefully re-bounce) to the camera or anything else.
Also, translation limits on the camera would be ideal, so users cannot navigate out of the “world”…but that’s another thing maybe.
Avier3DCustomerBabylonJS’s viewer has a longer-smoother effect, is there a way of controlling how smooth/snap the release would be?
https://sandbox.babylonjs.com (load your stuff)
That, with adjustable “rubber band pull back” within the camera rotation limits, would help A LOT with the UX ;)Avier3DCustomermore up :D
Avier3DCustomerUp :)
Avier3DCustomerOh yes please!
I’ve also been looking to replicate the “rubber band” scroll effect with puzzles.
Not WebGL but, on http://www.starbicycle.ch the scroll effect is still frame by frame, but does not feel choppy. Achieving something like it would be ideal, hopefully it can also scroll the new implemented video texture :)Avier3DCustomerI guess New Zealand has a big downside: You get hit by this stuff earlier than anyone else hahahah
Avier3DCustomerhahahaha thanks! I just realised moments ago!
Cheers anyways!
Avier3DCustomeroooooooh!
Avier3DCustomerAll my V3D’s are broken now :(
Different OS, different networks, in all cases the app manager stop working.
What happened?Avier3DCustomerSomething that might help: If a material is not using nodes, it will create an error in V3D ;)
Maybe non-node materials should override while converting to GLTF?
Avier3DCustomerAfter creating a clean file that did not had any remainings of Chocofur’s models or shaders, the rest of the model works fine. Load can sometimes be 1-2 seconds but it’s in normal parameters for what I am building.
Now, I need to figure out what’s the actual issue with them so I can isolate and fix…Avier3DCustomerI’ve shared you a google drive link to your email address, containing the packed .blend with the original archviz file I’m working on. (I would post it here but it contains assets with licenses and can’t just share anywhere)
Do you think we could identify where the issue is? I suspect it’s Chocofur’s asset or maybe another setup I might have on my scene? Would love to know to identify where it is generating from so I can avoid it.
In the past I had similar issues and the .blend simply seemed to be bugged. The only way I managed to get rid of the gltf export issues was appending the content to a new .blend file and start from “scratch”. But I’d rather know what might be.
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