Forum Replies Created
-
AuthorPosts
-
2022-06-01 at 10:39 am in reply to: Shape keys and material swaps not working. Blender 3.1.2 and Verge3D 4.0 pr4 #52561lichtundschattenCustomer
Great.
Licht und Schatten Rendering GmbH
Studio für Rendering und AnimationlichtundschattenCustomerIs there a documentation available where I can find these and possibly all other constants which are available and configurable via puzzles in verge3d? Or is this constant from an underlying library, maybe three.js? Where could I search when I have similar questions again?
Licht und Schatten Rendering GmbH
Studio für Rendering und AnimationlichtundschattenCustomerThat works. Great and quick answer. Thanks!
Licht und Schatten Rendering GmbH
Studio für Rendering und AnimationlichtundschattenCustomerHi Alexander, thank you for your feedback and work-around. Though I observe the same issue when dragging the upper comment puzzle. The puzzle looks good at first, but when I move the mouse over the grid, it immediately breaks into parts.
Best regards!Attachments:
You must be logged in to view attached files.Licht und Schatten Rendering GmbH
Studio für Rendering und AnimationlichtundschattenCustomerHi GLiFTeK,
but there is no trigger to do the increment at the right moment, thats my problem. At least I dont know it.
Imagine a turntable, where the user can drag rotate the table clockwise and counter clockwise. When the rotation of the turntable reaches 180 degrees and the user still turns more, its rotation value start over again with -180 degrees. I need to increment right at that moment, when the rotation value resets/jumps. The user also might turn forward to 180 and then backward without oversteping the 180. In that case, no increment should happen.
Maybe I miss something obvious?Licht und Schatten Rendering GmbH
Studio für Rendering und AnimationlichtundschattenCustomerHi Yuri,
thank you for your quick reply. Yes, I know about the variable puzzle and wanted to use it, but I don’t know how I can trigger a +1 or -1 from within the drag rotate, each time the full rotation happend, forward or backward. Sorry if I did not make it clear enough in the first question.Licht und Schatten Rendering GmbH
Studio für Rendering und AnimationlichtundschattenCustomerYes, here you can download the blendfile:
https://www.dropbox.com/s/gbik39sc00fbz01/box-uv.blend?dl=0It is just the default blender scene. I scaled the box and applied the transformations, then unwraped uv and added the texture. Then hit Sneak Peek.
Licht und Schatten Rendering GmbH
Studio für Rendering und AnimationlichtundschattenCustomerWell, I thought so. But adding the UV Map node changes nothing in this case.
(Verge3D 3.8.1 for Blender 2.93.5, Win 10)
Attachments:
You must be logged in to view attached files.Licht und Schatten Rendering GmbH
Studio für Rendering und Animation2021-10-29 at 10:52 am in reply to: poi not clickable, automatic z-index not according to the view #46587lichtundschattenCustomerYou can see the same problematic behaviour in the swiss-army-knife demo. The info-point of the corkscrew is in the foreground in 3D-space, but not clickable in the area where it overlays the awl’s info-point, which is in the background in 3D-space, but the html-element propably gets a higher z-index.
Do you think this could be solved in one of the next updates of Verge3D, or do you know a workaround maybe?Best regards!
Attachments:
You must be logged in to view attached files.Licht und Schatten Rendering GmbH
Studio für Rendering und AnimationlichtundschattenCustomerYou can use the “get URL data” puzzle to adjust the variable in Verge according to the input in the form.
Or you can use the “get prop” puzzle to read the content of a html-element.Licht und Schatten Rendering GmbH
Studio für Rendering und AnimationlichtundschattenCustomerHiding the html-file is a funny idea! But you can export your model/scene into .glb instead of .gltf, that might help to hide the textures somehow, because the textures will be written into the binary file instead of seperate image files. In the end, its like xeon said.
Licht und Schatten Rendering GmbH
Studio für Rendering und Animation2021-10-19 at 10:00 am in reply to: Updating process with Verge3D for Max and for Blender on the same system? #46299lichtundschattenCustomerAlexander, thank you for your feedback!
The package that runs first occupies the single network port 8668 that we use for the server.
I booted Windows and lauched the Verge3D for 3ds Max via desktop-icon, but the appmanager shows I am running the Blender Version. I am not sure if I got it right what you mean when you say “that runs first”. Anyways, now I know that I don’t need to run the Max version at all. I will simply use the Blender version for all my jobs on the apps puzzles.
Best regards!
Licht und Schatten Rendering GmbH
Studio für Rendering und Animation2021-10-15 at 1:58 pm in reply to: Camera look at “Target Object/Point” conflicts with “Min Dist/Max Dist” #46207lichtundschattenCustomerHej xeon, thank you for all the input.
Maybe it would be a nice feature if the code behind “Camera look” puzzle would automatically recognize when/if the limits “Min Dist/Max Dist” get exceeded and smooth the transition of the cameras position (distance) in these cases.
Anyways, in my usecase right now, I dropped the concept of using the “Camera look” puzzle. Dont want to disable “Zoom/Distance” option for users.
I emptied the “Target Object” selection in the Verge3D tab of the camera in blender. Instead, I added a “Track to” constraint at the camera and animated the target that’s beeing tracked.
Works fine so far.Best regards!
Licht und Schatten Rendering GmbH
Studio für Rendering und AnimationlichtundschattenCustomerThis is my solution so far. I can seperate the values using the dictionary and then go on using them individually for setting up the configuration of the scene.
Attachments:
You must be logged in to view attached files.Licht und Schatten Rendering GmbH
Studio für Rendering und Animation -
AuthorPosts