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kdvParticipant
You mean that if you don’t change morphing after exporting the plugin doesn’t work (what exactly is happening?), but if you set some changes in morphing it works as expected? Does it work if you set 0 value for morphing with puzzles?
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
kdvParticipantAny errors in the console log?
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
kdvParticipantUnwrap the second UV (even with different scale or shape) and it won’t be a problem. Looks like a point UV is the culprit. And yes, manually selected UV somehow affects the result in V3D.
- This reply was modified 3 months, 1 week ago by kdv.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
kdvParticipantJust do not use the NormalMap node without Shader nodes (Principled, Diffuse, whatever). Normal output is not supposed to be connected to Surface input. And your scene has no lights to see your normals…
And keep in mind that Blender and Verge3D are two big differencies.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-09-30 at 11:43 am in reply to: Function Request – Synchronize instance objects in 3D software to v3d #77725kdvParticipantimplement the same objects in the form of replicas (instances), imagining that this can reduce a lot of performance
There are only two prifits to use instanced meshes in your modelling suite:
1. Smaller .bin or .glb file size (.gltf is not affected) => faster loading time.
2. Fewer amount of geometry buffers in scenes.That’s all, nothing else. Every object is a separate object with it’s own position/rotation/scale and is rendered individually.
If your trees are not supposed to be moved or clicked, just merge them into one mesh…
- This reply was modified 3 months, 1 week ago by kdv.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
kdvParticipantHow do I do this please?
Like any other script
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
kdvParticipantboth Android and iOS?
in Android – most likely yes, in iOS – no. For iOS you’ll have to use the Apple’s software to get what you want. In Verge3D no interaction is possible in iOS AR.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
kdvParticipantIs it possible to import
depends on what exactly you want to import. in most cases it’s possible…
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
kdvParticipantYou can use LockedTrack or DampedTrack (or their combinations).
https://drive.google.com/file/…/view?usp=sharingPuzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-09-24 at 5:02 pm in reply to: Blender, Active Scene Camera coordinates, is ignored on publish. #77592kdvParticipantIf I am not mistaken….the actual camera used in Blender is not exported in the GLTF. Only its position and direction vector
yes, you are right ))) but the camera’s direction matters only with the Flying and First Person controls. In case with the Orbit controls the scene’s camera will be always directed towards its orbiting point which is 0,0,0 by default.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-09-24 at 4:00 pm in reply to: Blender, Active Scene Camera coordinates, is ignored on publish. #77588kdvParticipantMy camera is not looking exactly at 0,0,0
you are mistaken. in v3d it’s looking at zero point by default. just keep in mind that your camera in Blender has no strict controls, but in v3d you are using the Orbit controls.
how do I get it to stop that?
set offsets or choose a target object
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
kdvParticipantdel
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-09-23 at 5:01 pm in reply to: Blender, Active Scene Camera coordinates, is ignored on publish. #77548kdvParticipantYour camera is looking exactly at 0,0,0 point and this point is right in the middle of your screenshot. That’s the camera’s orbit point and it’s alwayas in the middle of the screen. Just add an offset in the camera settings.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
kdvParticipantkdvParticipantuse thousands of bones (which I can do), but not sure how performant that solution would be.
it will be much faster in v3d.
If each instance was dynamically created in JS as an InstanceMesh, would that change anything, or same result?
Verge3D supports objects of type InstancedMesh but doesn’t provide instruments to create them. Only JS coding
Only bloom
This post-processing effect significantly increases the amount of render calls (up to 3 times more).
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
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