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jaspixelCustomer
Thanks Yuri,
It if not for publication, can I email the link to you separately please?
Which email should I use?
Thanks
Jas
2020-11-16 at 12:53 pm in reply to: How make text from div in separate HTML file display in specific screen position #35372jaspixelCustomerHi Yuri,
Ok great thanks, I’ll give it a go.
Was thinking of just setting visibility:hidden in CSS for the divs, then trying to show them with puzzles as is effectively what I did with my menu to stop it showing during the preloader.
I’ll check your method though as offers more control I imagine, many thanks.
Jas
jaspixelCustomerAha, ok I think I worked it out with this puzzle fixed combo.
The camera doesn’t jump forward anymore when I click on the html button or the cube, which I also set to play the same camera move.
Onto setting each animation sequence to play with each camera now :)
Attachments:
You must be logged in to view attached files.jaspixelCustomerHi Mikhail,
Ok thanks, I just tried that.
However, with controls off I had to add a constraint to the camera to track to the empty in the middle as it rotates around the scene, but on repeated clicks of the cam 4 button, the camera still continues to move closer and closer to the empty it is tracking and never resets to keyframe 1 position. But cameras 1,2 and 3 do not no matter how many times I click their buttons, they always jump to first camera keyframe position? Odd that adding more than 2 keyframes to cameras messes this all up!
Why is the repeated click of the html button (cam4) making the camera jump closer to the tracked empty every time please?
Updated version here:
https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:3e2fade9b1/applications/camera%20animated%20test/camera%20animated%20test.htmlMany thanks,
Jas
jaspixelCustomerHi Yuri,
Some progress indeed, however I am wondering how to get around this issue.
Please take a look at this explanation demo:
I hoped I could just jump from one section of the blender timeline to another with corresponding cameras set (in blender) for each sequence on the timeline and then add menu buttons in verge to simply jump to each animated camera movements on the blender timeline using the clone animation puzzle as suggested.
This test (link above) worked ok with the cameras that only had 2 key frames of movement. However as soon as I add more keyframes for new positions for the camera, the movements get skewed after the first run through during playback in the verge model.
In this demo you can see cameras 1,2 and 3 are all as expected and if I click on the same button half way through the camera move, the view snaps back to the first keyframe position of that camera and plays out to the second key camera position.
However, with camera 4. On first click it all appears to run through ok as the camera moves in a circle around the set. However, if I click the menu button for it again and interrupt the play to begin it again, the camera is now displaced and becomes increasingly so as the animation plays out.
What am I doing wrong please? Screen shot below and blender file attached.
Also, if I set certain animation sequences to happen at different times on the timeline, is it not possible to only have those animations occur if I tell that part of the timeline to play, otherwise I want the animations to remain static? Does the blender timeline always play from start to finish regardless or can I control this more please?
Many thanks Yuri. I am an imminent Licensee I promise, this is a great tool
best,
Jas
Attachments:
You must be logged in to view attached files.jaspixelCustomerOk I think I cracked my first hurdle. It seems having my cameras in blender set to object properties/Animation/Loop mode set on “repeat” was the issue. I have now set all animated cameras to loop mode “once” and this works great.
Have attached screenshot of puzzle to help anyone else if stuck like me in the future.
HTML screen at bottom to show div entry required in project html file to get the camera 1,2,3 html menu buttons too.
Thanks again Yuri for clone animation tip
Attachments:
You must be logged in to view attached files.jaspixelCustomerOk thanks Yuri.
I must be missing something though, because I have different cameras set to markers at different times on the timeline. When I use clone animation I cannot get consistent jumps using html buttons from one section of played time to the other, despite setting active camera and look at camera target empty for each.
I am using standard blender cameras and empties as their targets, but have not parented them in blender as am setting that in verge with set active camera and look at puzzles.
I saw someone else say you have to parent an animated camera to an empty to make work properly. Is this true?
Is there a preferred method as feel like I am over complicating this? I expected using the clone animation with click operations to simply jump to each set time sequence if set with appropriate camera and target for each? I tried if not operations too turn off the other sequences if playing, but camera never resets to start of next clicked sequence?
Many thanks,
Jas
jaspixelCustomerThanks Mikhail,
Using the variables was the missing part of the jigsaw (or puzzle :) ) for me.
Appreciate your solution suggestion too Gliftek, thank you. I have other animation elements going on, so would have been fiddly too.
I have attached a screen grab of my puzzles to help anyone else in the future.
Many thanks for all your help.
Have sent my demo to the client, so lets hope he likes the idea now after all this work
jaspixelCustomerOk, so I tried the on event method with body and document and while I can get it to jump to another camera, it always reverts back to the multiple tweening cameras which continue jumping to one after the other on a loop.
Using animation stop and pause also have no effect on the multiple camera tweens, whether I place them in a procedure or not.
I just don’t understand why, when using the timer puzzle with multiple tween camera puzzles, it only plays between the first two cameras? If the timer puzzle played the whole list, then the problem would be solved easily.
Am I missing something (apart from a useful brain ) as to why the timer doesn’t allow multiple tween cameras please as shown in my previous screen grab?
Many thanks again, I’m starting to feel like a pain, but am so close to finishing this now I promise
Jas
jaspixelCustomerHmm, I spoke too soon, my last post idea almost works. Just realised the camera tweens only jump between the first and second camera tweens. Shame, because all other functions work as expected. It never goes to the 3rd, 4th or 5th camera in the list within the timer.
Will try and figure a way with the On event on click with body as you suggest.
jaspixelCustomerOk, I’ve got it now, thanks.
Here is how to do it if any use to anyone else in future.
Thanks again.
Jas
jaspixelCustomerAh, ok thanks for the tip Mikhail.
Is there an equivalent for the “if missed” puzzle I can create with the HTML “on event of” option please.
I just need to stop the camera moving when the user clicks anywhere else on the screen than the html button.
Many thanks,
Jas
jaspixelCustomerHi Yuri,
Apologies to bug you on this, but wondered if I am close with this solution please.
See screen grab of the puzzle I think will solve my issues above if I can just finish it off.
If I use the event “when clicked” I can set the “if missed” option to stop the multiple camera tweening.
However, I cannot work out how to assign an html button id named “play-world” in my html file and turn it into an object that I can slot into the “when clicked” puzzle at the top.
You can see the html puzzles I have had a play with (attached), but no combination seems to make the “when clicked” command work when I click on the html button in the viewer.
I tried using the other Html “on event of ‘click'”, but it does not have the “if” missed option, because there is no “if missed option” like the Event “when clicked” option. Unless there is a workaround for this too?
Any suggestion how I can make my html id into an object recognised in the “when clicked” and I think I am there.
Many thanks,
Jas
jaspixelCustomerThanks Yuri, but not sure I understand how to implement what you describe
If, as you suggest, I use another camera to jump to when I want to stop the camera tween process from running to multiple camera positions, which puzzles should I use to break the cycle and jump to the new camera please?
I was looking for a way to assign an id to the tween camera puzzle setup, then I could use the stop or pause animation puzzle to halt it, but not obvious how I would do that if it could be an easier method?
Also, would be great in future version of verge to be able to type search at the top of the puzzle list to find puzzle options/solutions quicker, but also help find puzzles we may not easily find or know about without trawling through the whole list looking for inspiration of the next puzzle to try. Good for newbies like me at least I believe.
Many thanks again,
Jas
2020-05-27 at 9:54 am in reply to: make all annotation popups / text windows disappear when clicking elsewhere #28050jaspixelCustomerThanks Mikhail,
For some reason I was assuming there was a turn off all other annotations puzzle function that might have been easier than creating a list for the 16 annotations I am making and implementing on every annotation action by removing each relevant from the list.
Not so bad once I have made the list to re-use.
Thanks for letting me know this is the way to go.
I’ve attached a screen grab with it now working if of any use to anyone else in the future.
Best wishes,
Jas
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