We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

David Duperron

Forum Replies Created

Viewing 15 posts - 31 through 45 (of 155 total)
  • Author
    Posts
  • David Duperron
    Customer

    Another example of animation controlled by the user is the E-Learning demo application (see E-Learning App).
    This time all the interface is in 3D, no HTML here.
    I think this one is a very good start for understanding this type of user-controlled animation.

    David Duperron
    Customer

    Hi @Iren!
    In the provided example (industrial robot) the scrollbar is a HTML element (ID = anim_navig_indicator), and its “left” style attribute is controlled every frame by the animation frame. See the puzzles below:
    Animation puzzles
    You could also use a HTML range input in your interface, and use the “input.value” to link it the the animation frame (for example you add an input event puzzle, attached to this range input, and you add an animation puzzle in the “do” slot to go to the desired frame of the animation.
    Input puzzle

    in reply to: Split screen / picture in picture #77714
    David Duperron
    Customer

    Done! :)

    in reply to: Is it possible to have multiple cameras at once? #77674
    David Duperron
    Customer

    Hi @jezuk!
    Did you manage to get what you wanted? I guess I’m trying to do the exact same thing…

    in reply to: Track To constraint issue #77571
    David Duperron
    Customer

    Ok that would of course “solve” this issue, but I’m not controlling the actual design of the equipment I need to replicate, and these cylinders actually DO cross the vertical axis, so I guess I will have to live with this weird flipping ( that goes unnoticed most of the time luckily…).

    in reply to: Camera control with Gamepad #77507
    David Duperron
    Customer

    Simple as that… :)
    I was trying to ROTATE the camera which led to wierd things… did not think about just trying to MOVE it… duh.
    Anyway, thanks a lot!

    in reply to: Track To constraint issue #77500
    David Duperron
    Customer

    Ok, so there is no way I can achieve the same behavior as in Blender in V3D/Three using this kind of constraint (because inside Blender this issue does not occur!)?
    I’ve got similar results when trying to use a mix of “set object direction” puzzle, and “limit rotation” constraint puzzles.

    in reply to: Track To constraint issue #77490
    David Duperron
    Customer

    Ho All!
    I finally took the time to pack a small demo app that reproduces the issue with the Track To constraint.
    You can play the App here:
    Track To Issue
    You need to raise the lower arm to the maximum (using the blue controllers), and then manipulate the second arm, you will see the issue near the top position and near the lower one: the pistons “flip” around their contrained axis, trying to maintain the Z-axis up I guess…
    and the source blend file is attached to this post.
    I can’t figure out why this constraint does not work once exported!
    Any help would be greatly appreciated!
    Cheers

    David

    in reply to: Transforms not aligning #77333
    David Duperron
    Customer

    Also check if your are moving in LOCAL or GLOBAL coordinates (by default the puzzle moves the object in local coordinates (or parent coordinates if your parented the moving object to another). If you want to move in global coordinates you need to tick the “world” option of the puzzles.
    This, together with what @xeon describes above, is the key to getting what you expect when trying to move your objects with Verge3D.
    Hope it will help!

    Cheers

    David

    in reply to: Team collaboration #77262
    David Duperron
    Customer

    Hi Xeon!
    Very interesting feedback, thanks! It basically decribes what I was expecting… I think the “tab” approach, based on a common GLTF asset is probably the best solution so far.
    I will definitely have to get prepared and think in depth about all the aspects you mention when it will come to that point.
    Also curious to have any other feedback!
    Cheers

    David

    in reply to: Selecting a face normal #76472
    David Duperron
    Customer

    Something like this:

    There is still an issue when hovering a cube while orbiting the camera with this solution that causes a crash.

    Attachments:
    You must be logged in to view attached files.
    in reply to: Selecting a face normal #76471
    David Duperron
    Customer

    Hi!
    As it is, you only evaluate your normal once when you “enter” one of your cubes, meaning that if you go from one face to another, WITHOUT exiting your cube (i.e. without triggering the “out” slot) your selected face will not change.
    You have to put something in place to “constantly” evaluate your hovered face while hovering your cube, and update the position of your “selectedFace” object accordingly, and stop it as soon as you are not hovering your objects anymore…

    in reply to: Display the menu after the page loads #76470
    David Duperron
    Customer

    Hi Felix!
    I guess you could use the “setup preloader” in the init tab of the puzzles, and its “on finish” slot to change the visibility of your elements (buttons) either based on their IDs if they have some or their class name.
    Do you have a screenshot of your puzzles in the init tab?
    Cheers

    David

    David Duperron
    Customer

    Hi!
    You can give an id to the created annotation, so you then just need to create an event listener for a click on this element using the “on event click for elem id” HTML puzzle, that change the display property of your div from “none” to “block”.

    in reply to: Help with the Append Puzzle please! #76463
    David Duperron
    Customer

    Hi Kdv, thanks for the advice.
    In fact I spent some more time yesyterday on this, and finally discovered that this had to do with a material assignment in earlier steps of my scene loading (steps where I imported some objects and assigning them an already existing material – and these objetcs were importing and displayed correctly!).
    However as soon as I invoked the append scene puzzle after that, the imports failed… I had to rework the material assignment part, and make sure the objects had some properties defined with the following script (like the computeTangents(), or a correct UVMap name):

    var mat = v3d.SceneUtils.getMaterialByName(appInstance, "NI_paint_vertex_color");
    var object = PzLib.getObjectByName(addedPennantName);
    object.geometry.attributes.uv.name="UVMap";
    object.castShadow = false;
    object.receiveShadow = false;
    object.geometry.computeTangents();
    object.material = mat;
Viewing 15 posts - 31 through 45 (of 155 total)