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CrunchCustomerCrunchCustomer
very nice!
CrunchCustomerWhile on the topic Yuri, is there anyway to unparent an object you previously parented via a puzzles? (meaning the parenting wasn’t created in Blender, but in Verge3d itself)
While still on the topic, how about the ability to “unbind” an HTML object you previously bound to a 3d object?
Still somewhat on topic, can you guys add a puzzle for binding a 3d object to an HTML element? (or elaborate if there is a way and I am just missing it?) Right now we can bind an HTML element to a 3d object, but not vice versa.
Thanks!CrunchCustomerI have been messing around with getting video into my scenes and so far I think you might have to have the ‘muted’ flag added to the html to get the video to autoplay.. of course, the video then plays, but no sound.
Example:
<video id=”video” autoplay loop muted>Fyi The sample video zjbcool used, starts with a black frame. So when I saw black, I figured I did something wrong and nothing was displaying, when in fact, it was just freezed on the first frame, which was black.
I have a cold beer for anyone who can figure out how to add a video texture that allows the alpha channel so the background is transparent.
Here is an article I am trying to digest right now on a related concept. Viewer discretion suggested 😊
CrunchCustomerDo you have any older builds of Blender 2.8 still on your hard drive?
This happened to me
CrunchCustomerOh I am always up for a challenge. I haven’t spent much time with physics in Verge (even though its so much fun!) but after a couple of experiments today, I got this one working.
Staying along the lines of the other example I showed you, I initially tried to see if I could quickly cycle (using a loop with a clock) between a kinematic object (which can be grabbed in drag event) and dynamic object during the “move” event of the dragged over puzzle, and see if that added any stickiness/friction between the cubes. That failed.
To have interactions (physical interactions) between two dynamic objects, I don’t think you can ‘touch’/interfere with them. So, what I ended up doing, was to tie a conventional (no physics applied) cube (with a drag move event) to apply force on the blue cube corresponding to how far, and in what direction the conventional cube was dragged.
See the attached puzzle. The conventional cube (cube.002, or the “ghost cube) is slightly bigger than the blue cube (cube) and it’s position is set by a ‘every frame’ puzzle to match the blue cube. It also has a transparent material so you can’t see it. Click on the button in the upper left corner toggle between a transparent and translucent material on the ghost cube to see what is going on.
CrunchCustomerCrunchCustomerAdded some hacky code which will fling the cube (applying linear velocity) a bit on the x-axis after releasing the drag – provided the object was dragged more than 1 unit across the x-axis.
So many more experiments I would like to try but so little time ☹
CrunchCustomerAdded a physics parameter puzzle so when the cube collides it will slide
CrunchCustomerStart with the cube as a dynamic object.
On drag start, remove the dynamic physics and assign it as an kinematic object
On drag drop, remove the kinematic and assign it back to a dynamic object.CrunchCustomerI think AR is cool too but until they come out with the goggles/glass, its basically just novelty like that pokemon apps. MS HoloLens 2, now that is will be a good step forward to getting into the Matrix 😊
https://www.microsoft.com/en-us/hololens
Thanks for the reply Alex. I am all set on getting me an Occulus Quest, if they were only in stock right now! Can’t wait to get Verge3d going in VR!
CrunchCustomerIf you turn off the physics effect on the drag start than back on in the drag drop I think you will get the effect you were looking for.
Also, you are going to want to head back to blender, select your plane, than click object>apply scale. Otherwise, the cubes will fall right through the floor.
CrunchCustomerI figured it out, have the 3dmax users go to blender.org, and download Blender 2.8. Problem solved 😊
Seriously though, why use anything else but Blender? With the 2.8 upgrade, Blender is just going to keep getting bigger & better. And the price is right, its free – nobody will be able to compete with that.
CrunchCustomerAlex can you elaborate on where we are at right now with VR in Verge3d, and what we can expect with Verge3d when WebXR releases?
I don’t have VR goggles so haven’t had the pleasure of seeing any Verge3d creations in VR but my understanding was/is if i check the “VR” box when starting a Verge3d project, I have a VR project that can be viewed on basically any VR setup with a webrowser/internet.
Last I read, I believe Yuri mentioned that VR in Verge3d was sort of in pause mode until VR standards get hammered out? It sounds like WebXR is the completion we’ve been waiting for.
Until then, if I go out tomorrow and buy a new Occulus Quest, what can I expect to see if I create a VR project using the current 12.4 build of Verge3d?
I had a Samsung VR gear a few years ago and remember using the built in web browser to surf the internet. It was similar to watching a movie on the VR headset, where the browser projects on a flat plane front of me – like a VR movie theatre. Since Verge3d is displayed in a browser window, is it like that? I imagine the ‘full screen’ mode would make it more of immersive VR experience. I am not sure what to expect it to look like and I realize asking someone to try and explain what VR looks like to someone is like asking them to describe what an onion tastes like..
but…Anything you could provide would be appreciated.
Very excited to start playing around with this.
thanksCrunchCustomerTomcd, this discussion started back in August of 2018 so the screenshot Mikhail had posted was from an earlier version of Blender. In blender 2.8, I switch the blend mode to “alpha clip” in the material settings (see screen shot)
I am not sure if this is the right way to do it but it works.
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