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2022-05-04 at 7:13 am in reply to: Webflow: How to use states (hover, pressed, focused) in puzzles? #51630Monokultur-StudioCustomer
Hi Mikhail,
yes Puzzle is the way! But I dont know how to change the states permanently in puzzles…
I also tried to configure the “new state” manually in puzzles.
Example:the button is just a black box. But I want this box to have a box shadow after being pressed. The divs’s ID is: button_1
So I use the set style puzzle set to box-shadow to 0 7px 13px 5px #000; for elem button_1.But nothing changes. What am I doing wrong?
If I set the style display to none for elem button_1 the button disappears. So the ID is correct…Attachments:
You must be logged in to view attached files.2022-05-03 at 8:17 pm in reply to: Webflow: How to use states (hover, pressed, focused) in puzzles? #51618Monokultur-StudioCustomerHey eeey,
yes the states work when the project is exported, but there is no way that the buttons stay in one of the states.In my app I have 2 buttons. Whith those buttons I can change between two 3D-Models. It would be nice if the last clicked button would stay in its changed state after being clicked to have an optical feedback inside the ui of which 3D model is the active one. And if I click the other button and the models change than this button stays in the clicked state and the first button switches back to the normal „not clicked“ state.
Is something like this possible when working with webflow without creating a new css class or manually changing multiple css rules with puzzles?
2019-04-03 at 10:17 am in reply to: Question: Rotation through scrolling on page and camera damping? #13538Monokultur-StudioCustomerOk thanks for your answere!
Where do I implement those custom features? In the “my_awesome_app.js” in the
function runCode(app) {}
section? Cause I tried this:function runCode(app) { controls = new v3d.OrbitControls(camera, renderer.domElement); //controls = new THREE.OrbitControls(camera, renderer.domElement); controls.enableDamping = true; controls.dampingFactor = 2.0; }
But this didn’t work. Is it because it interferes with the blender camera set to “orbit mode” or is there another place where i have to implement stuff like this?
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