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elk

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Viewing 15 posts - 106 through 120 (of 168 total)
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  • in reply to: Switching to Blender 2.8 #13027
    elk
    Customer

    No problem. :good:

    elk
    Customer

    Sure. I made a quick demo;

    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:53632680b5/applications/test_first_person/test_first_person.html

    Se the attached image for the setup in blender, I tried to mark the sections and options you need to look for.

    The things you need to set up is as follows;

    In the camera properties under Verge3D Settings, change the camera to First-Person.

    Then make a new mesh object, model it to cover the areas you want to be able to move to, the green mesh in my demo.

    Then you create a material that will be used only for this purpose, I just made it green to make it stand out, but it doesn’t really matter because we can hide the mesh object from being rendered in the exported scene anyway, just toggle of the camera icon for the mesh object.

    Back in the camera settings again you need to select the collision material you just made in the Collision Material field.

    Place your camera above the mesh, if not you will float a bit while moving until you are above the mesh and “snap” to it.

    That is basically it, press “sneak peak” to check it out.

    I set up the demo with a blue wall, as you can see there is a hole in the green mesh under the walls, and that is what is stopping you not the wall itself, I keep a bit of distance so the camera wont clip into the wall if you stand too close, but that depends on scene scale and camera settings so play around to find the way you like to set it up. Also i made a little second floor to demonstrate the “falling of” i mentioned, if you go to the edge with the first floor under you you see you get snapped down to the first floor, as I mentioned; hopefully they will get that implemented soon, but i already think this is a great camera mode, and so easy to set up really.

    Of course you would put your objects around to get the visuals, the collison mesh is never meant to be seen. So no physics engine used, and if you did want to go that route you would also need an invisible collision mesh for that and that would also need the walls in it, not just the floor element like this setup.

    A bit of a long post, but i hope this help you out.

    in reply to: Puzzle challenge – wine label visualizer #13001
    elk
    Customer

    hehe. No problem. Happy to help :good:

    in reply to: Puzzle challenge – wine label visualizer #13000
    elk
    Customer

    Did not see your last post before I posted. Not sure if you could store it in a variable, my solution was to use the material to store it in a way, using a variable might be better if that would work, at least for some more complex scenarios.

    in reply to: Puzzle challenge – wine label visualizer #12997
    elk
    Customer

    Hello again. So I just had to try this, and this is what I came up with(see attachment).

    I tried to keep your setup for the most parts, just moved some things around and added some outlines to the “buttons” so you could see which “texture slot” was selected at any given time. The top group also sets the Label to the first material right away and enables the outline.

    So there are 3 materials;
    -One to hold the default material to start with (material0, not used in the puzzels)
    -Material 1 to hold texture number 1 (material1)
    -Material 2 to hold texture number 2 (material2)

    The three planes under the box is just to show of the three materials as you change stuff.

    One thing that surprised me, but makes real sense, is that if you have the same texture in all materials, even if the materials are individual, the reffarance to the image seems to be the same, real handy if you got the same texture used multiple places and just want to change all at once, so you see the textures have an extra number at the end just to make them individual.

    I hope this is useful to you, if not at least I learned a couple of things ;)

    You can test the “final” project here;
    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:53632680b5/applications/test_texture_swap/test_texture_swap.html

    Push the gray boxes behind the text, I did not bother making the text itself clickable or align the text to the buttons for that matter, but i think its clear enough for a little demo :)

    elk
    Customer

    All I did to keep from walking through walls was make a mesh with a dedicated “collision material” where i cut the mesh where there is supposed to be walls (see attached image) you can also make the mesh incline for stairs or hills, but you will be dropped downstairs if there is overlap once you pass the edge of the second floor. Once exported it will not render by default i think(or you might just need to disable the render button in the outliner for it), so you can tweak it to not follow the visible enviorment. But if you need avatars to not go through eachother and have more “physical” collisions you would have to do it with physics yeah. I just find the First Person camera so easy to work with for my need that I thought I would mention it. Good luck with your project :good:

    in reply to: Puzzle challenge – wine label visualizer #12986
    elk
    Customer

    I think you only need to use the send data node if you actually need it to go to the web server, and the opened file would just be “cached” in your browser if not.

    Don’t know how you set up the materials, but indeed you should be able to manipulate parts of it, like changing textures if there is a texture node in your material setup, which looked to me like it was working in the link you posted

    So the simplest would be having a material applied to something out of sight, and them swapping that into the label object once “uploaded”.

    Just experimented a little bit with the texture swapping and opened file feature so far, so I might be slightly of on some things here. But i hope this helps you out a little, and the Verge3D team can probably fill out some details if you need.

    elk
    Customer

    Have you had a look at the First Person Camera, search for it in the 2.10 release post;

    Verge3D 2.10 for Blender/3ds Max Released

    It is not based on the physics system, but you can set up a material that the camera controller will snap to making it a walkable surface, and you will not be able to go outside it, the one thing that is missing for my needs is that if you have multiple floors you will get snapped down to the first floor if you go of the edge of the second floor. The team has it in there TODO list, and hopefully it will make it in by the 2.12 release. Check out the City example in your applications folder to see a bit how it works. If you need it to behave more physical, like jumping or falling and stuff you might want to go for physics yeah. I have not sett that up for anything yet, but if its more of a ArchViz project you got, i think the first person camera is really nice. Someone else or the Verge3D will surely have some more insight on setting up physics if you need that. Hope this was helpful.

    in reply to: Switching to Blender 2.8 #12977
    elk
    Customer

    I think this is a regular problem with Blender, also with 2.79 and earlier I have had problems. I usualy have multiple versions of Blender on my system at a time for different tasks or testing (using the zip download), and I usualy open files from within Blender. Every so often i try to point the “default app”-thing to a new version, but I haven´t got it working in a long time (I´m on Win7). I guess this might be fixed once 2.8 gets an installer, if you want to go with installer. You might want to uninstall the “old” Blender that now opens by default, and try to force Windows to realise that there is no “link” there anymore, but i doubt this will work either. If it is really important to you there should be some suggestions that are more invasive to Windows to try and fix it if you do some searching, I never had much luck tho. And just remember to be careful what you change if you need to go into the deeper systems of the OS to try anything.

    in reply to: Puzzle challenge – wine label visualizer #12971
    elk
    Customer

    Just had a quick look at your puzzles, so i might be reading it wrong, but It looks to me like you are trying to assign the textures(or “state”?) and not the materials when you press the texture 1 and 2 buttons, so changing tex1 and tex2 in the two top puzzles “groups” with Tex1Diffuse and Tex2Diff in the assign material puzzles should help i think. Also it looks like you are updating both materials with the new texture when using the upload button, i guess you would want to separate that out to one event for each button. Hope that makes scense … if I´m thinking correctly here …

    in reply to: Verge3D 2.10 pre4 available! #12937
    elk
    Customer

    Hi Alexander.

    That would be amazing. Thanks for confirming this was still on the todo list, and for the tentative timeline. :good:

    in reply to: Verge3D 2.10 pre4 available! #12889
    elk
    Customer

    Hi Alexander. And thanks for quick reply :good:

    I know I could probably get it done with physics, but if possible i would really like to see this in the FPS camera. That would keep me from having to do a loot of tweaking of the physics parameters for one, and I would not have to add the extra overhead of doing “actual” physics computations (that would be important for mobile apps for instance), and i could keep my navigation meshes to a minimum. Introducing physics would also demand a bit of extra testing for every scene and scenario.

    If I’m guessing your implementation on the FPS camera correctly, it might be as “simple” as exposing a value for how long the raycast is to check for the collision material. A checkbox for custom raylenght and a number for the lenght of the raycast might be a good solution for the interface. But ofcourse everything takes away a bit of time and resources to implement.

    Looking forward to hearing your thoughts on this.

    in reply to: Verge3D 2.10 pre4 available! #12863
    elk
    Customer

    Hi. Sorry for reviving this old post, but i was wondering how far away this suggested feature was;

    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.

    You already implemented so much of my FPS wishlist, and i really appreciate the great job you did listening to the feedback and implementing those. I am closing in on having a AchcViz demo ready to try and sell to some customers, hopefully within a couple of weeks. I don’t need this for the demo, but I may need it soon after that if I get an order for an ArchViz spanning two or more floors. If you have any timeframe for this I would love to know.

    in reply to: Forced double click on button #12845
    elk
    Customer

    :good:

    in reply to: Forced double click on button #12841
    elk
    Customer

    not quite sure here without seeing your setup, but are you not using the same state for both buttons/objects, try giving them separat state variables, otherwise you would toggle the state for both each time, and only updating the one you clicked to whatever the “next” state would be.

Viewing 15 posts - 106 through 120 (of 168 total)