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c4ccParticipant
My file. Also, when I try to adjust my emission at https://www.youtube.com/watch?v=puVRWSoRhrA to get that emission effect, my emission has a white emission instead?
- This reply was modified 2 months, 2 weeks ago by c4cc.
- This reply was modified 2 months, 2 weeks ago by c4cc.
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You must be logged in to view attached files.c4ccParticipantAlso, does verge3d support transparent animated images or video textures, as here?
c4ccParticipantWhere does it say here the options do I set in place of “Alpha Blend” and “None”, in the material settings?
c4ccParticipantHi c4cc,
You might check out this tutorial
Also, at 10:46 for that tutorial, I can’t set the “Alpha Blend” and “None” as I’m using Blender 4.2
c4ccParticipantexport this shader to the engine
What do you mean?
Yes, I checked in sneak peak:
c4ccParticipant2024-08-30 at 9:31 am in reply to: Keyboard Events unresponsive after double tapping key event input/function #77112c4ccParticipantThe first frame is 0 frame.
Thanks, I’ll remember that, especially when the verge3d settings’ animation has the option “keyframes start with 0”. Meaning it automatically pushes back a keyframe by one (e.g., frame 1 in blender becomes frame 0 in verge3d)
Movies to watch:
Updated double tap puzzles:
- This reply was modified 2 months, 2 weeks ago by c4cc.
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You must be logged in to view attached files.c4ccParticipant30.8.24 update
shooting -single shot puzzlesfire emission opaque
- This reply was modified 2 months, 2 weeks ago by c4cc.
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You must be logged in to view attached files.c4ccParticipanthttps://drive.google.com/file/d/1Bkm0xtHF2lvWBo5eaWG3aId2U7IA7u2j/view?usp=sharing
Also, I figured out one reason why there was a clipping… my mesh already had keyframes, yet parented it to an armature, meaning the armature’s keyframes override the mesh’s.
But thanks for your answer anyway, I really appreciate it, and I will analysis it so I may apply it for future use.
c4ccParticipanthttps://drive.google.com/file/d/1Bkm0xtHF2lvWBo5eaWG3aId2U7IA7u2j/view?usp=sharing
Thanks, I’ll check this out and get back to you later
For some unknown reason you usually use frame 1 as the first frame for your animations and also you set the playback range as 1…n. After exporting frame 1 becomes frame 0. The first frame in Verge3D is always 0 frame.
Even here frame 1 is assigned as first frame?
This time I did shift all the animation frames back by -1 in my blend file. So frame 1 was now frame 0, etc.
Exported this to gltf even. Yet sadly I still have the same problem in verge3d
Update: I may have solved the problem by going to render > verge3d settings > animation and unchecking “keyframe starts with 0”. Why weren’t we told to untick this option?
- This reply was modified 2 months, 2 weeks ago by c4cc.
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You must be logged in to view attached files.c4ccParticipantc4ccParticipantFor some reason, my reversed animation frames does not match with the original.
But when I changed 55 to 54 in the reversed animation frame, the reversed animation frames now adds up with the original.
Even though the original animation frames is 55 to 60, why is it the reversed animation doesn’t fully play this animation in reverse when its frames are 55 to 60? Instead, it finishes before the last intended frame
- This reply was modified 2 months, 2 weeks ago by c4cc.
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You must be logged in to view attached files.c4ccParticipantOn second thought, I went to this verge3d tutorial at 5:48 – 6:10 and now it seems to work
my puzzles
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You must be logged in to view attached files.c4ccParticipantAlso, in another blend file, why is there animation clipping in sneak peak, but fine in blender? How to get rid of clipping in sneak peak?
- This reply was modified 2 months, 2 weeks ago by c4cc.
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