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c4cc

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Viewing 15 posts - 151 through 165 (of 478 total)
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  • in reply to: Higher Render call with compressed assets? #76245
    c4cc
    Participant

    I mean there will be considerable time and traffic savings.

    Makes sense.

    Pardon my stupid question, but how does asset compression save time and traffic? Is it because when the assets are compressed, there is less amount of data to load?

    • This reply was modified 6 months, 3 weeks ago by c4cc.
    in reply to: Higher Render call with compressed assets? #76241
    c4cc
    Participant

    Yes, they are the same. Edit, after another test:

    With Asset Compression:

    o46x1

    Without Asset Compression:

    o46x1

    Also, why does asset compression increase screen loading time?

    edit:31.7.24 after vertice cleanup:
    o46x1

    7.8.24 update:
    https://ibb.co/LZyMVCs

    • This reply was modified 6 months, 3 weeks ago by c4cc.
    • This reply was modified 6 months, 3 weeks ago by c4cc.
    • This reply was modified 6 months, 3 weeks ago by c4cc.
    • This reply was modified 6 months, 2 weeks ago by c4cc.
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    in reply to: Verge3d Viewport not showing? #76194
    c4cc
    Participant

    How I got around the problem is, after creating the app, I start a new blend file, and saved it as the same name of default blender file in the newly created app.

    If you have any alternative (and more efficient) ways to solve my initial problem, please let me know.

    in reply to: Verge3d Viewport not showing? #76185
    c4cc
    Participant

    No other puzzles. Yes, works for the basic cube scene

    • This reply was modified 7 months ago by c4cc.
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    in reply to: Blender 4.2 – grainy and blury meshes/animations? #76175
    c4cc
    Participant

    I noticed meshes and especially animations created in previous Blender versions can get very grainy and blurry when run in Blender 4.2? How to restore sharpness and quality of previous Blender versions on Blender 4.2?

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    in reply to: Verge3D 4.7 for Blender is out! #76163
    c4cc
    Participant

    Speaking of Blender 4.2, why is it when I play animations in it created from previous Blender versions, the animations/meshes look grainy and a little blur, especially around the edges? Any way to remove this blur/graininess/noise?

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    in reply to: Performance Improvement Advice? #76161
    c4cc
    Participant

    Might I suggest reducing number of vertices for your meshes, and cloning meshes whenever possible to reduce file size so the website starts up faster?

    in reply to: Can’t keyframe mask modifier? #76113
    c4cc
    Participant

    Under 100 explosion meshes, with each mesh having its own flying pieces. Varies from each explosion “set”

    in reply to: Can’t keyframe mask modifier? #76111
    c4cc
    Participant

    Ok, I see. So to reduce memory consumption, which maintains overall fps/app performance,
    I can simply alt+d on those meshes, and “hide” the original meshes, right?

    in reply to: Can’t keyframe mask modifier? #76080
    c4cc
    Participant

    I’m trying to make an explosion where parts flying away are joined together as a mesh, but parented to bones fly away. How do I hide certain parts during keyframe at earlier times?

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    in reply to: Can’t keyframe mask modifier? #76064
    c4cc
    Participant

    I see. So is it possible for me to make vertex/vertice groups disappear via keyframe/animation?

    in reply to: Rigging – with empty group not working? #76054
    c4cc
    Participant

    I see. Btw, is there a way for me to use vertice/vertex groups with bones in a single mesh to manipulate vertices like this

    o46x1

    When I tried, it looked very distorted and crumpled up…

    o46x1

    o46x1

    • This reply was modified 7 months, 1 week ago by c4cc.
    • This reply was modified 7 months, 1 week ago by c4cc.
    • This reply was modified 7 months, 1 week ago by c4cc.
    in reply to: Rigging – with empty group not working? #75993
    c4cc
    Participant

    https://drive.google.com/file/d/1COIWXXvFdyA8sRhwXdrtKa0NK2M2WUbh/view
    Just watch the video from my previous post…

    Cool, I just watched this. :good:

    I’ll have to learn this, nifty little trick. B-)

    No need to add vertex groups manually. They will be created automatically after parenting a mesh to an armature (with the correct names).

    I now see what you mean. Makes sense actually

    • This reply was modified 7 months, 1 week ago by c4cc.
    • This reply was modified 7 months, 1 week ago by c4cc.
    • This reply was modified 7 months, 1 week ago by c4cc.
    • This reply was modified 7 months, 1 week ago by c4cc.
    in reply to: Rigging – with empty group not working? #75992
    c4cc
    Participant

    If you goal is to have the bone cause the green cube to move…. be sure to keep “Deform” selected. When you turn this off…the bone no longer has any influence over the object or vertex group.

    You and kdv are right in this regard. Why the mesh initially seemed to distort when I rotated it was because I did not put a constraint on it.

    Removing parent:

    o46x1

    Renaming Vertex group:

    o46x1

    Reparenting mesh to bone Armature Deform – with empty group:

    o46x1

    Rotating without constraints:

    o46x1

    Obviously, I need to put a rotation constraint to prevent mesh rotating in unwanted angle. But why in this case, what do I set min and max for limit x, to prevent rotating mesh from going off angle?

    o46x1

    • This reply was modified 7 months, 1 week ago by c4cc.
    in reply to: Rigging – with empty group not working? #75989
    c4cc
    Participant

    What tutorial did you watch to do the way you did?

    https://i.ibb.co/JCpzrrb/o46x1.png

    https://blender.stackexchange.com/questions/240289/assigning-mesh-to-bones

    No need to add vertex groups manually. They will be created automatically after parenting a mesh to an armature (with the correct names).

    I see, I’ll try this out and let you know ASAP

    • This reply was modified 7 months, 1 week ago by c4cc.
Viewing 15 posts - 151 through 165 (of 478 total)