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David Duperron
CustomerHi @david-yanez!
It seems that I have a very similar issue today after updating to 4.7.1 version. I’m getting axactly the same error messagen and my imports fail.
Did you manage to find a solution to the above problem??2024-08-07 at 1:26 pm in reply to: Cannot read properties of undefined (reading ‘morphAttributes’) – after update to 4.7.1 #76457David Duperron
CustomerAs soon as the
appendScene()
function is called after initial loading, this behaviour appears.
I use the appendScene() puzzle several times during the initial loading and it works correctly, no error message, and the objects are correctly imported.
But if I try to import objects later, it fails with this message…
Did anything change with this append scene puzzle?? Anyone has any clue??
Please Help!!David Duperron
CustomerTo say it quick: it’s better to re-export everything (all gltf files) after the update, as I also realized that there was another issue with objects “morphattributes” that were not properly read on old gltf files. This is solved by re-exporting the gltf with the latest version.
EDIT: no it’s not solved… still have the morphattribute not defined issue… :(
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This reply was modified 7 months, 3 weeks ago by
David Duperron.
David Duperron
CustomerThanks! I think I got it.
I had some gltf imports in my main scene, and these gltf were not updated, which caused the errors.
This material issue is solved now!David Duperron
Customeryou just need to change 5 to some other value.
How can I add these generated submeshes to the objects
coding
I created a procedure to extract the names (not 3D objects!) of submeshes and add them to the list of measurable objects, and now everything is as expected!
Thanks for the help!
David Duperron
CustomerOk Got it thanks!
Also it gave me the opportunity to tune your puzzle block to add a scale option fore these ends. Everything works fine now!David Duperron
CustomerdimPointOne.onBeforeRender = function() { setObjectScale(this, 5); };
I do not see where to put this code… dimPointOne is only defined within the enableMeasureTool function.
David Duperron
CustomerOk but there is no option for these line ends as there is for the labels… Do I have to hard code it in the puzzle code??
David Duperron
CustomerAnd another one: it seems that there is an issue with multimaterial objects. In the puzzle object selector they are represented with an “empty” icon whereas the monomaterial objects are represented with a standard object icon.
And it seems that the measure tool does not recognize these objects (as they are indeed “parent” object with children geometries attached to them).
How can I add these generated submeshes to the objects to be taken into account for the measure tool?David Duperron
CustomerOk Great! thanks
We loose the “always on top” behaviour but that’s not a big issue for me…
Another quick question: how to increase the scale of the dots and arrows at the lines end??
Thanks!David
David Duperron
CustomerHi Kdv!
I’m having an issue with your measure tool, more precisely with the line(s) material which seems incompatible with the material I am using.
The consequence is that the lines are not visible when an object with my material is somewhere behind the measure lines.
When the material has some transparency we can see the lines “through” the material (blue cube in my example), but as soon as there is a mesh with this material in “opaque” configuration the lines disapear (transparency is controlled by the material alpha attribute in my material).
Any idea how I could fix this? Does this have to do with the renderOrder in some manner?
Thanks for your help!
The example is here:-
This reply was modified 9 months, 1 week ago by
David Duperron.
David Duperron
CustomerThanks @kdv!
The material on which I would like to activate gtao is not an emission shader.
GTAO can actually be activated on it as I can do it manually by changing thegtaoVisible
parameter in the .gltf file before loading the application.
In fact this parameter is false by default because the material has a transparency (alpha blend) which can be controlled by the user. Most of the time the material is opaque, and then it looks much better with GTAO, and in some rare cases the transparency is used, and in those cases, the problems related to GTAO in use with transparency are not really an issue for me… so I would like to be able to change this gtaoVisible parameter for this material after loading of the gltf file, and be avle to see the result in the viewport.David Duperron
CustomerI’ve tried to enable it manually with js code. I managed to retrieve the correct material, and write the gtaoVisible parameter to “true” but I see no effect on the viewport… I used the following code:
const material = v3d.SceneUtils.getMaterialByName(app, "NI_paint_vertex_color") material.needsUpdate = true; material.gtaoVisible = true; console.log(material)
I can see in the console that the parameter has been set to true, but no visual change…
David Duperron
CustomerThe easiest way would be to publish the App on the Verge3D network, but I have a 500:Internal server Error when I try to publish it. The Application folder is located outside the “normal” verge3D application folder and i use a symbolic link… any way to get it to upload properly??
David Duperron
CustomerThanks Alex!
I’ll try to pack something that reproduces this behaviour…
And lastly, is it possible to change this gtaoVisible parameter after the scene loading? (from false to true) and to update the material in order to display with Ambient Occlusion?
Thanks!David
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This reply was modified 7 months, 3 weeks ago by
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