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GLiFTeKCustomer
I tried a JSON stringify and parse to generate a new fresh object for the nodeTextures node but the “image” node of that did not copy. (Just got a serial number there) any tips?
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plz share Discord link & on your signature!GLiFTeKCustomerNice works now for me too. Thanks mate
One step closer to a more efficient preload.hey web,
i am copying materials and objects to make unique copies.
no problem except when it comes to blender-profile object materials with the nodeTextures item that i can’t seem to have copy uniquely.
have you found a way to do so, so that when a texture is changed on the material.. ALL the other copies do not change?i can change their color.. anything else on the material separately.. not the texture image.
i’m experimenting with your code here.
can do it with normally newly made materials in js but not with the blender generated ones.
thanks!
EDIT: rather.. reading this on MeshNodeMaterials, i’m trying to figure out how to get a uniquely generated texture (uuid and all) from my material copying process…
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plz share Discord link & on your signature!GLiFTeKCustomerHi farzinkhodadadi,
I have a javascript/puzzles set up with a save and load and delete save states to csv database on local storage.
it is very enmeshed into a project though, so it may take a while to isolate it to act on it’s own without dependencies and links to the project.i may implement it into a custom plugin puzzle for sale but it’s not at the top of my priority list though.
you can contact me through the verge3d discord server and we can chat about it if you want.
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plz share Discord link & on your signature!GLiFTeKCustomeris it using === instead of == ?
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plz share Discord link & on your signature!GLiFTeKCustomeras soon as Three.js supports it!
Heheh… Duuuh… Woops I didn’t even Creech. Haha
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plz share Discord link & on your signature!GLiFTeKCustomerHi,
Verge 3d doesn’t support blender modifiers right now.Visit the GLIFTEK Verge3D Plugins Store!
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plz share Discord link & on your signature!GLiFTeKCustomerYou can circumvent all that extra code with Box3. It creates an AABB for you.
You’d use intersectsBoxBut if you got something else working then awesome! Don’t need to fix what is not broken!
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plz share Discord link & on your signature!GLiFTeKCustomerAny way we can get an \n escape fix?
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plz share Discord link & on your signature!GLiFTeKCustomerHi,
You can look into applying a Box3 to your object(s) and see if they intersect.I have a custom puzzle for that.
I will be premiering soon if you can wait.
I’ll let you know!
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plz share Discord link & on your signature!GLiFTeKCustomerYeah I knew it was weird question … but still sometimes there are some narrow gates to find some things work by tricky ways.
Thank youIf it’s not live you could download the file and host it on your own.
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plz share Discord link & on your signature!GLiFTeKCustomerThe new syntax for custom puzzle is awesome and simple! JavaScript ES6 . Good job as usual
I agree!
Thanks for the escaping characters fix too!
Question: are we going to see any ease of use methods implemented for making mutators?
Thanks!EDIT: also, what code editor does the soft8soft team use?
i use VSC and i put my settings on .block files on ‘javascript’ (click ‘plain text’ button in bottom right corner of window for menu of syntax formatting.
with the new syntax changes i get many red lines of error.
the old format was “ok” all javascript was red”
but if i change it to xml, JS is all white, and commenting out lines of code uses the <!– html/xml style of commenting, which wont work with js.
any tips on how we can get around/solve this issue?EDIT: anyone having same issue.. i tried changing the format to “HTML” and it’s working fine. (javascript still parsed as only red but that’ll do
RED being the JS only between the tick marks used in the “Blockly.JavaScript.provideFunction_”
avid code bloating main area we use.Visit the GLIFTEK Verge3D Plugins Store!
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plz share Discord link & on your signature!GLiFTeKCustomertry using the “create text with” puzzle in the text section.
go into the gear setting and remove one block so there’s only one input then put it between a set variable and picked object.
then print to console the variable.that’s an easy trick. if you want you can always just go get it …
you could set the picked object to a variable pickedObj then toss that variable into the exec code puzzle and get it’s name there. ie:VARS[‘pickedObjName’] = VARS[‘pickedObj’].name;
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plz share Discord link & on your signature!GLiFTeKCustomerHi,
So let me get this straight Jon.
You want to return only the “name”, not the actual js object of ANY object you click? Is that correct?Visit the GLIFTEK Verge3D Plugins Store!
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plz share Discord link & on your signature!2021-01-19 at 12:39 am in reply to: there is someting wrong when use TransformControls.js in Puzzles #37469GLiFTeKCustomerfound that it’s changed …
i’m using<script type="module"> import { TransformControls } from '../../examples/jsm/controls/TransformControls.js'; </script>
but how the heck would you call a module from WITHIN the .block file when the .block file is called from a .init xml file?
… finally found the non- module version.
https://github.com/Soft8Soft/verge3d-code-examples/blob/master/js/controls/TransformControls.jsorbit controls need to pause for this to work
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plz share Discord link & on your signature!2021-01-18 at 1:47 am in reply to: there is someting wrong when use TransformControls.js in Puzzles #37447GLiFTeKCustomerHi,
I’m having trouble finding the proper directory to include TransformControls from.
Any word on that?
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