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elk

Forum Replies Created

Viewing 15 posts - 151 through 165 (of 168 total)
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  • in reply to: Verge3D 2.11 pre1 build available! #11652
    elk
    Customer

    Physics! Nice! Looking forward to having a play with that over the weekend. :good:

    in reply to: Exporting only active/visible collections in 2.8 #11527
    elk
    Customer

    Thanks Yuri.

    FYI; found this post on the developer site on blender.org, seems there was some discussion on the topic of the outliner visibility states last week, might be a good read regarding this topic, and what changes are likely to come;

    https://developer.blender.org/T61578

    Keep up the good work, and thanks again for listening :good:

    in reply to: Exporting only active/visible collections in 2.8 #11517
    elk
    Customer

    Yeah, that would be great, either in View Layer, the exporter setting or even render settings i suppose. But View Layer might be the most logical place to put it. The main point being an option to export only what is not excluded in the currently selected View Layer, either using “set exclusion” or viewport visibility (as the render and selection option seems to be shared among all View Layers atm).

    So something like a checkbox with “Use only enabled objects and collections when exporting to gltf” i guess. (Preferably in sneak peak as well, but i can live without that for now.)

    Thanks again for quick reply.

    in reply to: Exporting only active/visible collections in 2.8 #11504
    elk
    Customer

    Hi Yuri, thanks for quick reply.

    I think this button is on the way out or being reworked atm (see screenshot from 17th of February build). Haven’t found out quite the plan for it , but it now exist as an alternative switch for the visibility (Alt+click), it is not possible to sett on a View Layer basis either atm.

    The Eye (Hide object/collection in viewport) is the only one that can be set on a View Layer basis right now, but using that would be a bit inconsistent with what it is supposed to be used for, but i guess and option in the exporter to exclude objects/collections with viewport display disabled would be one option, but not ideal.

    I think the “Set Exclude” option on the collection might be the best choice for now. This would be less flexible then using the viewport, as it only apply to collections, not individual objects (right now anyway). But I guess the “Set Exclude” is not about to change that much, so might be a good place to start.

    But then again I don’t know the codebase of 2.8, so you know best what would be the best way to go with this. I would really appreciate one way to exclude either collections or objects from export on a view layer basis, and then i guess making it more flexible would be smarter to do down the road when the collection system is a bit more “final”.

    in reply to: Exporting only active/visible collections in 2.8 #11487
    elk
    Customer

    Hi guys.

    I got a bit of a followup to this topic, I have been testing some more, and tried different approaches. I guess the best way right now, if i want to keep “two versions” in a blend file, one for rendering and one for verge is to lay everything out in two scenes, but that adds a whole new set of objects to manage. The ideal would be to have the two versions in different View Layers to keep things in sync and then turn of rendering for individual collections or objects, but it seems it is only the “Hide object in view” that are working for the individual View Layers right now, so that is probably not an approach for now anyway. Set exclude seems to work on individual View Layers but is not respected by your exporter, or indeed probably not respecting the View Layers in general. I guess because both of these features are new or altered compared to 2.79.

    So i guess my questions are these;

    – Verge3D will export on a scene by scene basis now, right ? and the only way is to split a file into one scene for render and one scene for Verge3D, there is no other way in 2.8/2.10.0 currently right ?

    – Is there plans to have the exporter respect View Layers? I guess the “simplest” might be to have it respect what View Layer is active and whatever is “set exclude” in that View Layer. But then again probably easier said than done.

    Sorry about another long post, but I would love to here what your thoughts/plans are in this area !?

    in reply to: .xz files not used? #11466
    elk
    Customer

    Havent tested that yet, but i think you just need to set it up in puzzles, take a look here;

    https://www.soft8soft.com/docs/manual/en/introduction/Asset-compression.html#Loading_xz_Files

    in reply to: Material/texture workflow #11392
    elk
    Customer

    Thanks for the quick and detailed reply Yuri. :good:

    in reply to: We released 2.10! #11176
    elk
    Customer

    Can´t wait to check it out ! :yahoo:

    in reply to: Verge3D 2.10 pre4 available! #10993
    elk
    Customer

    Fantastic. Thank you Yuri. :good:

    in reply to: Verge3D 2.10 pre4 available! #10988
    elk
    Customer

    Just tested the first person camera, works quite well, but I have a couple of questions/suggestions.

    The movement has the same “input lag” as the other camera modes, and the different directions “cancel” each other out, so you can’t strafe forward or backwards for instance. I managed to get around that with a similar setup as the “Asteroid game” tutorial by Dariusz with “no controls” for the camera, so I will try that with FP camera also, but i hope there is plans to improve the movement by default ?

    Second it would be nice to have collision detection to the sides also, like for walls. I guess the way it is done right now is a raycast from the camera straight down until it finds the collision material, and then it “snaps” down to that surface, so maybe it could jump back to last (x,y) position if the camera does not find the material with the raycast ? I tested with a two floor setup and it seems to work fine, but with this method there would also need to be a limit to the raycast so you don’t “fall down” at the edge.

    Also would it be possible to implement or expose some settings to set the height of the camera above the collision material, as the collision mesh could be moved to compensate for this it is not a huge deal, but would be nice to have.

    Sorry for ranting, and this is probably things you already have in mind, but this is an important feature for my use of Verge 3D, so i thought i should mention it :)

    Keep up the good work :good:

    in reply to: Verge3D 2.10 pre4 available! #10968
    elk
    Customer

    Thanks Yuri. I think that callback was just what i was looking for :)

    in reply to: Verge3D 2.10 pre4 available! #10958
    elk
    Customer

    Amazing update guys! :yahoo:

    Now I can cross out first person and fremerate adjustment of the top of my wishlist ;)

    Just a quick question for now; I can just call the framerate functions from the run or externalInterface right !?, but is there plans to expose the whole renderLoop in a similar way to run() so we can customize the whole render loop in one place ?

    in reply to: Any plans for Discord or similar? #10949
    elk
    Customer

    Thanks Yuri. I did not know about the subreddit, will check that out :good:

    in reply to: GPU usage #10416
    elk
    Customer

    I would also like to add a vote for this as a feature. Would be great for applications where the user don’t constantly move around and interact, for instance when the application is just a small part of a page, like a product preview where there is a loot of other information to read and look at on the page.

    in reply to: First pre-release build with AR/VR Puzzles shipped #10273
    elk
    Customer

    Managed to get a bit further by putting in the webxr polyfill, but i guess there is a more proper way to do it …. ?

Viewing 15 posts - 151 through 165 (of 168 total)