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benneskyParticipant
Hi,
Seems reload scene just reloading scene, not reload/reset the variable value, should i reset variables manually one by one (through puzzles) or there is another quick way to do it.
What i want it simply mimicking F5 keyboard reset at PC via html button on screen..benneskyParticipantIs it limitation for a moment?
benneskyParticipantI believe its because conflicted with raycast puzzles, when i disable the raycast puzzles the toggle fullscreen works, when i enable it again the toggle fullscreen doesnt works. For the solution i replace toggle fullscreen function with puzzles with html button created since i also want to customize the button..
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You must be logged in to view attached files.2021-06-16 at 5:25 pm in reply to: “Event dragged over” puzzles behaves differently on mobile and pc #42082benneskyParticipantOK, i found the problem is in “when click” not “when drag over” since i use that event at the same time (sorry).. So the tricky is, i use “when drag over” with ‘start do’ activated, to substitute “when click” so the action is execute at ‘touch down'(not touch up) similarly ‘mouse down’ at PC..
2021-06-16 at 3:19 pm in reply to: “Event dragged over” puzzles behaves differently on mobile and pc #42080benneskyParticipantI also found that “when click” puzzles execute ‘do’ action at mouse down on pc, but on mobile its execute at touch up , so it giving different user experience on my app between PC and mobile
benneskyParticipantYou can apply “set screen scale” on puzzles, increase value will increase sharpness, 1 is default 2 is high, i use 1.5 balance between sharpness n performance. You can try yourself..
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You must be logged in to view attached files.benneskyParticipantHi,
For verge3D 3.7 not available yet?
For Verge3D team, It should be available (dark mode) option out of the box i think..
tanks..benneskyParticipantOk, got it, Thanks Mikhail..
benneskyParticipantOk, Thanks Mikhail, i take it as limitation, yes i already knew how’s morpher work on Verge3d. I’m sure the web engine can handle this, since verge3d can handle skin-bone animated with more n more complex vertex number (than my sample scene). Still, i hope there is further update for this. Thanks..
benneskyParticipantbenneskyParticipantSorry, can you try again , i changes the restriction..
benneskyParticipantbenneskyParticipantOk, This animation is baked from four model of object morph, so now its become one object only with only use keyframe to animate..
benneskyParticipantHi,
MikhailSeems you’re not understand my problem, first i try to utilize morph feature on verge3D, since its limited i switch to bake animation of multiple object solution as mr @visualizer suggest, and its not working also… But its working on blender with use of shape key feature. So i just wait (update) until it can be implement on 3dsmax too. Thanks
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