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CrunchCustomer
Omg….Cut N pasta between project would be awesome… but, always figured if it was possible, google/blockly probably would’ve done it by now.
I do things the hard way, inspect puzzles I want (making sure there are no straggler functions I don’t want coming over to new project), park a copy in puzzles library, then pull it out in new project.Xe– can you dissect code out of the visual logic xml? Seems there are unique ids and such that would make copy/paste problematic.??
Another question… anyone ever find out how many puzzles a project can take before things get slide-show-sluggish? I am coming close on a few project.. been splitting things up in separate tabs which seems keep things flowing better… anyone have any tips on managing tons and tongs of bug giant ugly puzzles?
CrunchCustomerKDV – say I use the ‘create text object’ puzzle that iterates through a big text list with the result being a bunch (~20-40) newly added text objects (10-30 characters each) to my scene.
Seems pricey too me, particularly because they don’t need to remain dynamic (no plans to have to change text in any of them after scene initialization) … how would one go about properly ‘baking’ / ‘batching’ them together after created via the ‘create text puzzle’?
CrunchCustomeri need to hang around here more..lol… tip of the hat again KDV..thanks, praise….
CrunchCustomerI’d love to see the option to easy add that buttery kind of inertial damping to the view/motion controls… The zoom motion is also interesting. Adding that to my Wish list for xmas Yuri
CrunchCustomerHave you experimented by first duplicating the puzzle example I did verbatim?
Be sure the naming convention matches for the getElementById script – eg ID of the annotation becomes the prefix then add _dialog to end. So poi1_dialog, poi2_dialog, poi3_dialog, etc
Also important, order does matter. The annotation creation puzzle must exist in DOM before the onclick listener puzzle is called. Note how the click listener is beneath the annotation puzzle in my screenshot
CrunchCustomerWell actually masj….. if you are referring to keeping the built-in dialogs for the annotation puzzle to continue to open on click, even when faded/obscured, this little hack that involves adding a css class should work.
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You must be logged in to view attached files.CrunchCustomerPERFECT! THANK YOU
CrunchCustomerKDV – THANK YOU! That was so helpful.
So I followed what you said in that other post about not using the ‘updated value’ in the animate parameter puzzle, and instead using a constant, but not sure how to get the easing to work?
Would you be a dear and please post a screen shot of the puzzle config you did to get that golden crate rotating and flipping properly with easing? Again, THANK you!!
CrunchCustomerOmg KDV… not sure whether to laugh or cry for not knowing that.….thank you!!!
CrunchCustomerSo are the puzzles to mute/remove constraints only for constraints added via puzzles? Or can they also effect constraints added in blender?
For example, i have a track to constraint on my camera object in Blender. In Verge, at runtime, i’d like to be able to toggle it on or off… any chance of doing this?
CrunchCustomerOMG!!! XEON love tubes!!
Ive been busy and haven’t been keeping up with board/community…
I am going to SMASH that like button! Thanks for stepping up with the channel!CrunchCustomerJust thinking out loud here but maybe it would be nice to have the same type of ‘right click > duplicate’ function you have for puzzles, but for projects in app manager??
Then allow you to rename the new project copy and it would automagically rename any underlying project name references in source files…. AND also duplicate/cone, rename the main project blend and any exported gltfs, textures etc,… all unpacked,/unlinked in completely separate folder.
A while back to ‘clone’ a project I thought I could just copy and paste the whole app folder and without renaming, just keep track of system assigned number for duplicates project(1) project(2) project(3).
Think where things got messed up for me was the new clone project was referencing files (textures and things) in the original directory.? Doing blender for years but never had to really learn their resource package structures so not sure what is involved.
BUT… throwing this feature idea out there for others to think about it…
And really, on the surface its an easy button “duplicate and rename project”, but bigger picture, it’s the functionality to start projects from custom TEMPLATES. (total project template that – like all blender, verge, custom user created html, js, pics, sounds, etc… instanced to isolated local folder with only thing changes is a prefix/name reference on cloned files)
Just a thought…
Love the video tutorials btw… Keep em coming.CrunchCustomerOk, here is my sweet setup. When a job calls for server stuff, I run Laragon along side Verge and have the default directory pointed to same directory as my verge apps. The sub folder I put all my php server stuff is labeled “W”… which of course shows up in Verge manager as an app but we all know its really not an app.
Create a php file to receive the output of your post puzzle, easy cheezy
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You must be logged in to view attached files.CrunchCustomerYes you can do it all locally. I am setup with Laragon (I highly recommended getting Laragon for your local server…. its a dream compared to xxamp.
I got things configured so I run Laragon at the same time out of the same dir as Verge and its pretty slick. I can share my setup with you but won’t have time to get this until next week.
Sorry to tease. But i know for sure I got it all working with the standard send data puzzle.
CrunchCustomerThx for checking that Alex! I took a fresh look this morning and I had the text with a top orientation sitting on the surface of a cube that also had origin up on top, that had gotten rotated just enough so anything past the first line got hidden inside of the cube… ARGGG… stupid mistakes! Thx for the help
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