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CrunchCustomer
Thank you so much! I got it working with a nurbs curve.
I also experimented a bit by adding a few empties and hook modifiers that animated the curve/path my object was following… didn’t expect that to work in verge but it did.. I enabled highlight on the curve and though the curve remained static, the motion of the object traveling the path moved like it did in Blender.
Thx again and looking forward to also being able to use Bezier curves!
CrunchCustomerAlex – little help please. I have everything updated to current version (verge 4.1, Blender 3.2.1) cannot get the follow curve animation working.. Please help, been waiting forever for this feature. thx!
CrunchCustomerNoticed the same in ver 4.1.0pre1 Blender.
Being able to export in SCORM is really powerful tool – hopefully there is a quick fix to get it working again
CrunchCustomerAwesome! Thanks!! Any special settings to get this working?
CrunchCustomerHave you brought up browser inspector and checked for errors, missing files?
I see you assigned your video variables with relative paths, maybe try an absolute path?
Or maybe, since you are using the replace texture puzzle, after you initially swap the image for video, when you try to do it again, the original image texture had already been replaced with a video texture?
So you might need to add some puzzles to reset things on each click function, or rig something up with the “flexible input” option enabled?
This got me curious so I actually created a test project and everything worked for me.
https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:4be860d0a7/applications/testvid/testvid.html
The only main difference was I enabled the “once ready slot” on the replace text puzzle and put the play block in there.
Not sure what you are doing with the ‘enable rendering’ puzzles, but for testing purposes, you might want to give it a try deactivating those along with the bloom puzzle.. you using the current version?
Attachments:
You must be logged in to view attached files.CrunchCustomer“visual_logic.js:142 Uncaught (in promise) DOMException: play() failed because the user didn’t interact with the document first. ”
Looks like you are trying to start play back automatically. Browsers don’t allow this. Try adding the play function to an onclick event.
CrunchCustomerah, I suppose I’ve never tried applying an hdri to sphere.. just did it is looking good! have a good weekend yuri! thanks
CrunchCustomerBe a whole lot cooler if I could just change the transparency setting on the fly but everything I’ve seen on three.js seems the render has to either be transparent or not at initialization only.
So I have done clouds on a sphere before (just like in the farmers journey demo). Which is just fine for a cartoon-ey like scenes. But how could I get a higher fidelity graphic that wraps to the sphere without distortion like the envior HDRIs do?
You did something similar in the Global Illumination demo with the canal shot but that was more of a half sphere and I am looking for it wrap full sphere.
How do I accomplish this?
CrunchCustomerThanks Yuri but I am still puzzled.
To clarify, I am using an HRDI as the background and lighting. I align a plane with the HDR so the clouds/sky land on the horizon.
The effect I would like to trigger is to have the HDR go blank (transparent), just like if I had the “advanced World nodes setup based on Is Camera Ray output”. But if I use that setup, it defeats the point as I lose the clouds that I want to be part of the scene at the start of the app.
Why I want to do this, is because I have a html video element (a mp4 video of clouds/thunderstorm) in the background of the web page, that I would like to be exposed (essentially hiding/masking out the clouds from the static HDRI scene so the html background video shines through)
I’ve experimented trying to slide a video texture/plane into place so its perpendicular to the ground plane, but video textures seem very expensive versus a flat html based video.
Any ideas on how this effect could be pulled off? Thanks!
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You must be logged in to view attached files.CrunchCustomernot sure how things work in 3d max, in blender you “group” objects into collections, then they will show-up in verge under the group selector.
or like Kuze said, just use list puzzles to create your own custom “group”
CrunchCustomerThen you, will once again remain my heros…
When you got a LOT of HTMLs mapped/binded…it can slow things down as always transposing the positions of those html elements.. i have tried to make them hiddiden/invisible. but just couldn’t shake them and their resource burden. break that bind.
OH and while you are at it…Does the SCORM loading needed to include every single file in the upload/manifest? We need to be able to cheery pick out the stuff that doesn’t have to get rolled into the SCORM file…
You guys are best devs every
CrunchCustomerhows your lighting?
CrunchCustomerHey Xeon…YES OF COURSE! The dreaded IT department.. always looking to do the least possible work to make their jobs easier.
I suppose I have been lucky enough lately to dodge those dweebs as most of my stuff has been going via stakeholders over to the learning system dudes, where everything is zipped out into a package that they bring through their own gates to run on.
So no issues there…
Unless…Is a shader in my Blender/Verge project going lash out and read the bumps maps from a credit card in one of the users pocket???….
Maybe, but I doubt.
If you are with the IT dude in the presence of a stakeholder
, be sure to remind the stakeholder that players like Microsoft, Apple And Facebook have dropped their RD piggybank into 3d/VR/WebGL.. than ask why their crack IT dude worried about all those “weaknesses) isn’t up claiming the $100K+ prizes for finding those security flaws in WebGL?As for the concerns of someone ‘stealing’ the details that might be provided by a giltf object on the wepage.. Aren’t such products already along in the patent process b4 you go showing anything on web?
One could do the same, but better with the actual product and a pair of calipers?
I have “verged” many solidwork engineering drawings and by the time they get through my processes.. they have been decimated to the point where their mother nor God could stich them back together in any quantifiable form.
Good talk, whish I had more time for this stuff 😊
CrunchCustomerYuri, just as a reminder of an old Russian folklore story i am sure you already heard (the one where two brothers sold out and got locked out)
Not saying you need to be a some Ton Roosendaal,,, just saying WALK from anything that doesn’t start without 9 zeros behind it. You will be worth. And those C4d guys (the ones that will be working in the future cuz they chocked down blender) already have a Verge3d Blender copy despite their moans.
CrunchCustomerWe are thinking about getting sponsorship for this goal (need circa $30-50k to make it happen) on Kickstarter or otherwise.
How about 65K PER month for a Verge3d suite tailored for C4d?? Those dudes are loaded, right? Might also be a group of the most demanding Ds ever too,.
Already might be sounding a little e demanding without the Verge team even singing up for anything😊
I Never personally tried C4d (traditionally was always out of the range of my pocket book) so I just watched a few “best 3d packages ” videos to get a feel. I do really like the strength CS4 for things like motion art, titling animations and I might considered dumping Blender just for it….
IF ONLY ANY OF THAT FANCY stuff would ever translate thru the Verge3d engine to been seen… let alone be renderable on the web browers which is our channel of distribution.
Please keep that in mind pro-C4ds.
The medium here (3d web), is ultimately always constrained the browsers(hardware) of our audiences (just like everything on web), then the verge engine, and last our editing suite.
If the roles were reversed and I was forced to get started (with a free copy of C4D), I too would be like ‘damn if I was home in blender I would go bang bang bang and have that all done sweet!’
It just doesn’t work like that though. I hate the throw out a number lets say only ~10% of cool shit you could do in your 3d suite on a video export will make through to web playback.
It is just how it is. Right now, TODAY, though a combination of basic modeling, texturing, animation, lightening, etc… provided by any 3d 2s-suite, + VERGE + PUZZLES, you are in the 99 percentile off all 3d content on the web today (1% being guys who coded things by hand)
Just go with Blender.. keep everyone on the same page keep things going forward in unison.
We are stronger together than apart.
Just my opinion..
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