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Hazem

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Viewing 12 posts - 1 through 12 (of 12 total)
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  • in reply to: Digital twinning with Verge3D #78702
    Hazem
    Customer

    I’m not sure what am I doing wrong, but I’ve attached a screenshot to my version of the app.
    The URL can be opened on the web browser so I believe it is accessible.
    Here’s the url:
    https://xmotion.studio/wp-content/factory.csv
    when I tried to trouble shoot, I found some errors. I’ve attached the screenshot as well.
    I tried to upload it to v3d network and the same error appears! it seems that this csv file has to be on the same server or domain name.

    Update: when I uploaded the files to my website, and the csv file is also uploaded to my website but with another path, it works but it does not update in real time when you overwrite the file. It responds to that change after a minute or a bit less which is ineffective in case of a digital twin.
    I’m happy to hear anyone with a possible solution though.

    • This reply was modified 1 month, 1 week ago by Hazem.
    • This reply was modified 1 month, 1 week ago by Hazem.
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    in reply to: Digital twinning with Verge3D #78639
    Hazem
    Customer

    Let me try to explain it a bit more. Because I’m basically a 3D artist with a tiny bit knowledge of coding :)

    I was able to create and read a csv file for testing and I’ve also created some puzzles that respond to the change in that csv file.
    In reality, I need the csv file to be located on a remote server where it’s value is constantly changed according to each machine state in the factory. I couldn’t achieve that with the same “load data” puzzle. I tried uploading the csv file to my website, and pasted the URL of the file I just uploaded to the load data puzzle and it didn’t work.
    I’m trying to get it working or find a work around.

    in reply to: Digital twinning with Verge3D #78637
    Hazem
    Customer

    Hey
    I saw this thread a bit late.
    It was festival vacation and I resumed back just 2 days back
    This has always been my play area and I am hard core into Ind. 4.0 & IoT field where I tried to utilize the Verge 3D at many places.
    About digital twin application here is a screenshot of a virtual factory layout we had created as 3D asset & later tried implementing some data fetch from server to specific location where puzzle setup can read it and accordingly the behavior can change in 3D scene after refresh or restart.
    We also made a trial successful during the robot virtual training learning module where the value is read from xml or txt or csv file and depending upon the value ( example – 0 or 1) the object behavior changes in verge published scene. This xml / txt/cxv would be updated by the application linked with the machine or device based on the sensor data collection.
    Its glad to see that someone here is thinking of virtual 3Dfactory level digital twin with verge 3D capabilities. perhaps this side is too potential for verge 3D to become a production grade powerful industrial digital twin maker.

    Thank you for commenting! This is very similar to what I need to do, but instead of restarting or refreshing the app, I hope it could be a real time change.
    As I said earlier, I created a very simple test and a csv file in the app folder, I was able to parse the csv file and some animations responds to the data within the csv file, also whenever I overwrite the file. The animations change accordingly as I used on every frame puzzle.

    Can you please walk me through what should I do to achieve that through puzzles?
    BTW, I’ve uploaded a very simple verge 3D app folder on google drive and posted it here earlier in this thread. I’m not sure if you have the time to test with it, but I’ll be grateful if you do!

    Thanks again for your comment!

    in reply to: Digital twinning with Verge3D #78634
    Hazem
    Customer

    The load data puzzle reads from a specified folder relative to your app. As a test place the CSV in your root folder of your app and then place it on a server and try it out.

    I did that, and it could only read the csv file within the project folder. This is why I’m asking if someone knows a work around that makes the load data puzzle work with URLs.

    in reply to: Digital twinning with Verge3D #78520
    Hazem
    Customer

    I understand the concept and how it should work, I just need to know the technicality from the verge3D side.
    I have managed to read a CSV file and created a few animations that respond to those data.

    The “Load data” puzzle usually uses a file within the application folder, if I used a URL it cannot load the file.
    I just need to know the possibility to read that CSV file from a URL. This will solve my issue and I can then worry about how I could update this file so the app can respond accordingly in real time. (it does when I replace the file locally).

    in reply to: Digital twinning with Verge3D #78395
    Hazem
    Customer

    I’m doing my best to figure how it’s done, but unfortunately it seems there are not enough information on how to do it.

    So it is some kind of a limitation that the “load data” puzzle can only load local data and not a URL? I’m asking because this seems the closes I could get with this method.

    in reply to: Digital twinning with Verge3D #78378
    Hazem
    Customer

    Amazing! thank you.
    I have managed to do it with a local .CSV file. However, if I needed it to run live, the file has to be updated periodically so it has to be hosted online.
    I tried to host it on my website, then used the load data puzzle but it didn’t work, after trouble shooting it gave me an error related to (CORS). I think this means I cannot load another file hosted on another website.
    Is there a workaround?
    The best solution I can imagine is hosting the CSV file on google sheets for example, then somehow link the app to fetch the file from google sheets. Is that possible?

    in reply to: Digital twinning with Verge3D #78230
    Hazem
    Customer

    Thanks for the prompt reply and the suggestions.
    I’m trying to check the puzzles references for the Call puzzle, but I’m unable to get how this can be applied in my case. I’m not coming from a coding background, but I’ve been using Verge3D for a little more that two years now, so excuse me if I’m not knowledgeable on this specific use.
    Let’s say I have a factory of 3 departments. each department has one machine which should either be on or off.

    For the website option:
    Do I have to create a website page that is updated in real-time with the state of each department (true, false)? What would be a the format so that Verge3D can read it, and which puzzle can do that?

    For storing the data in a file:
    What would be the format? and in that case how can I update the file periodically to match the live state of each department?
    I can imagine a text file with 3 departments and each one has a value of true or false, but how can I make Verge3D read each of them?

    Thanks a lot for your time.
    BTW, I’ve created a very quick project for testing, like the attached image. Three departments, each one has a rotating start that should be paused and played according to the live state. Here’s the project file link if you have the time to check it out:

    https://drive.google.com/drive/folders/1KpOdeLzXSSbjchuk2Ja5nSQZqeWvp-c0?usp=sharing

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    in reply to: Video textures start with a massive delay on IOS #78229
    Hazem
    Customer

    Yes, I did. I’ve also tried to play and pause the video just after the app is loaded (with user input at the start of the app), and it didn’t make a difference.
    I’ve tried it with an iphone 15 pro max, an iphone 13 pro max. the .mov format fixed the issue on both.

    in reply to: Video textures start with a massive delay on IOS #78191
    Hazem
    Customer

    Leaving the solution here for anyone who’s struggling with video delays on IOS:
    I encoded all the videos to “.mov” format, they work well on IOS but causes delays on android devices, so I’ve created a condition to check if the device is IOS then play the .mov files, else; play the mp4 format.
    This increased the size of the application but it now works almost instant on both android and IOS devices.

    I found a few other posts about the same issue so hopefully this solves the issue for whoever needs it.

    in reply to: TextPlus object in 3ds max font problem #54575
    Hazem
    Customer

    Thanks for the reply Alex!
    It is installed, otherwise it will not be visible in 3ds max like the screenshot. Unless you mean something else.
    BTW this happens on any other font that is not installed by default on windows, I tried my laptop and installed another font and created a new scene and the same happens. The only work around would be renaming my desired font to “liberation_sans.woff” and pasting it into the project folder, it works fine this way, which is actually not ideal as I would have to do that every time I export from max.

    in reply to: TextPlus object in 3ds max font problem #54541
    Hazem
    Customer

    Seems like it creates a wrong font file on the app folder when I select some fonts, it creates the file “liberation_sans.woff” in the app folder despite the fact that I chose another font in 3Ds max, a work around I tried is renaming the font that I want to “liberation_sans.woff” and replacing it in the folder. Might be a bug? :unsure:
    The thing is I checked the font name “liberation_sans.woff” and it’s not installed on my computer.

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Viewing 12 posts - 1 through 12 (of 12 total)