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jeltehParticipant
Hi David,
Thank you so much, I applied your feedback. At first it still did not give me an updated value. but then I switched the “get textcontext” to a “get value” puzzle and now it is working fine!
Thanks.
jeltehParticipantGooday! Has any solution presented itself yet?
I have tried solving this issue within puzzles by creating a “base” morph target without any transformations on it to use as a counter against the other puzzles. But I cannot seem to make it work flawlessly, it always messes up whenever the other parameters are adjusted.
jeltehParticipantHi,
Thank you for the maximum effort. I will keep an eye on the forums.
jeltehParticipantHi,
Have you found any solution or a fix already?
Kind regards!
jeltehParticipanthttps://drive.google.com/file/d/1NghPi4fwWohaBl6PjqCNihY1bHVIMMHH/view?usp=sharing
- This reply was modified 7 months, 2 weeks ago by jelteh.
jeltehParticipantPlease, be my guest!
So if you change the param called “Breedte” (which is width) the model not only changes in the width dimension, but also in angle. Consequently, when the param “Hellingshoek” (which is angle) is at its lowest, it is not at a 10 degrees angle but stuck in a diffirent angle with an unprefferable width.
So my question is actually this: can I create a blendshape system where the width, angle, height etc. are controlled seperately? Now they seem to affect eachother, somehow. This does not occur in Maya itselfs.
Thanks in advance,
Link to the example project file:
P.S. The proper Maya file within the project is “Dakkapel Configurator_Blendshapes”.
jeltehParticipantIt seems to me that the diffirent targets are influencing eachother. So my target for “Width” is influencing “Angle” target. Those should not be affecting one another.
jeltehParticipantWithin Maya my targets are working like clockwork, but when I am importing more than one target into Verge they do not coëxist in the way I would like. They move diffirently when animated and change dimensions. Is this a fault in my puzzles or is the way Verge reads targets simply diffirent? Should I perhaps move onto Blender to get the blendshapes to work correctly?
jeltehParticipantHi there Alexander,
Thank you for the quick reply. I have indeed created only one blendshape per object, there are multiple active targets. But Maya does not recognise them as targets until I do “rebuild target” within Maya ; that creates a model of the target. When I had only one target everything worked fine, but since I have created more it has started to load strangely in Verge.
jeltehParticipantI have found the (likely) candidate. I opened the file from which the error emerged and went to the line 989; there I found some code about “keyTangents”. I fooled around a bit within Maya and got inside the graph editor. There I found that there was an object with keyframes on it, they were all “eased” and non-linear. I set them to linear and exported again.
It worked, as long as I export it with LZMA compression. I suppose the file has become larger. But the errors went away, though not the { not enough UV-mapping info} errors; verge manages now anyways.
Thanks for the help.
jeltehParticipantYet another update:
I have found that there is an error that keeps occuring:
”
# Error: KeyError: file C:\Program Files\Verge3D_for_Maya\maya_plugin\lib\mayaUtils.py line 989: ‘autoease’
select -r Kapel_AB Boeideel_AB KozijnAB Zonnescherm_AB aiSkyDomeLight1 ;
V3D-WARNING: Not enough UV mapping info: VentHendel_RShapemap1
V3D-WARNING: Not enough UV mapping info: Kapel_ABOutdatedShapemap1
V3D-WARNING: Not enough UV mapping info: Kapel_BABShapemap1
V3D-WARNING: Not enough UV mapping info: Kozijn_BABShapemap1
V3D-WARNING: Not enough UV mapping info: Boeideel_BAABShapemap1
V3D-WARNING: Not enough UV mapping info: Kapel_BAABShapemap1
V3D-WARNING: Not enough UV mapping info: Kozijn_BABABShapemap1
V3D-WARNING: Not enough UV mapping info: Kozijn_BABBABShapemap1
# Error: KeyError: file C:\Program Files\Verge3D_for_Maya\maya_plugin\lib\mayaUtils.py line 989: ‘autoease’
”jeltehParticipantUpdate:
I have opened a new Verge3D project and I also opened a new Maya file with some basic objects. I exported the .gltf file and replaced the one in the new Verge project folder with that one. It works! So there must be something within my Maya scene that causes the issue, I wager.
Some more context: when I press export .gltf in the faulty project it takes a long time to do so. It loads for a minute or so. When I then go to check if the .gltf has updated in the project folder, nothing will have happened, apart from some new normal maps appearing.
This however does not happen in my new test project, it simply exports the .gltf properly and it updates.
Any suggestions would be golden, I will start looking for a faulty model or some sort of setting perhaps.
jeltehParticipantThat is correct! Although the .gltf file has got a diffirent name now, it has changed somehow to a .gltfa69816 file. It has got corrupted I think.
I deleted the .GLTF and .BIN file. Upon exporting no new ones appeared in the folder. The only thing that has appeared after exporting are the texture maps of the most recently applied textures, which is odd. So two new normal maps and Basecolor maps appeared, but not the .Bin or .Gltf files. Same thing happens whenever I export to another location, such as the desktop. Would I have to reinstall Verge3D in order to solve this?
jeltehParticipantThanks for the assistance,
I have figured out what the problem was, the model was faulty. I remade it and now the texture is loaded properly.
Kind regards
jeltehParticipantI also was able to apply the material to a cube and it worked out like you showed. I am beginning to suspect that it has to do with the UV’s, although they are working properly in Maya. Or maybe the model is being read wrong in Verge? Thanks for all the support anyways.
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