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grimmy

Forum Replies Created

Viewing 10 posts - 16 through 25 (of 25 total)
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  • in reply to: Obj Export #29961
    grimmy
    Customer

    That example works perfectly. I pasted the generated text to Cinema4D which imported the .obj perfectly.

    How do I see the code from that example though and also, is there a way to also export materials?
    Thanks

    in reply to: Obj Export #29951
    grimmy
    Customer

    Yes, but can the user download an fbx or obj file from my application?

    in reply to: Screenshots and Video Grabs #29722
    grimmy
    Customer

    Cool. And what about grabbing video? Could I theoretically use something like GetDisplayMedia if I created all the functions in Javascript? Or maybe there is another way?

    in reply to: Blender Camera Animation To V3D #29627
    grimmy
    Customer

    Perfect. Thank you!

    in reply to: Msg : AR Unavailable on Supported Device #25321
    grimmy
    Customer

    Yes, I have all the latest updates for the device. Is there a way to get the original AR demo source files so that I confirm my tests? I just want to be sure it isnt me that caused the issue. Cheers

    in reply to: Msg : AR Unavailable on Supported Device #25317
    grimmy
    Customer

    Gosh okay! Cheers.

    On the S7 I’m simply running the AR demo that comes shipped with Verge3D (the little guy that says hello in Russian :)).

    In general its a fairly decent phone but its less about frame rate and more about the bad surface recognition. It really cant tell when a surface is far or near. Additionally the blue ‘move around’ label seems to stay on screen for about 10 seconds before the demo actually starts.

    So, are some phones better than this at others or is it just that the Google AR is pretty bad at this in general (for now)? Unfortunately I don’t have another device to test on. My other device is a Huawei Mate 10 which isn’t supported. Should I get a better phone?

    The demo you have here (https://www.youtube.com/watch?v=92AMh4vV4zw) seemed to handle distances of surfaces better than my s7 though; the ‘move around’ label vanishes correctly after just a second and there is no ‘entering AR’ native popup. Maybe you just edited that out for the video?

    Maybe I messed something up in the code? (ALthough I don’t think I changed anything) So, aNother questions is how do I redownload a demo project and/or reset it to default state.

    Cheers

    in reply to: Msg : AR Unavailable on Supported Device #25308
    grimmy
    Customer

    Solved. I hadn’t set the Chrome flags on device as described here: https://www.soft8soft.com/docs/manual/en/introduction/AR-VR-development.html

    However, does this mean my end users will need to do this too? (That’s not going to happen :))

    I also get an ‘Enter AR native popup every time I launch the app which is quite annoying.

    Additionally on the S7 the framerate is very clunky, the surface detection is very inaccurate and it crashed out of chrome the second time I ran it. ANy tips?

    Cheers

    in reply to: Some Verge3D Questions #25301
    grimmy
    Customer

    This is great! Thanks very much for your answers!

    in reply to: Facebook GitF Interactivity? #17117
    grimmy
    Customer

    Ooh, that’s quite a major set back :( How exactly do you put an ’embedable application’ on Facebook? DO you just mean a regular facebook application? or it there some way of pushing an application as a post?

    in reply to: Facebook GitF Interactivity? #17100
    grimmy
    Customer

    Actually I just tried adding the built in cube example to a facebook post but when I drag the exported cube.gld on the facebook post area nothing happens at all.

    In the console it reads:
    ErrorUtils caught an error: “Undefined attachment id: FILE”. Subsequent errors won’t be logged; see https://fburl.com/debugjs.
    b @ GOvppS2Z89x.js:52

Viewing 10 posts - 16 through 25 (of 25 total)