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masj

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Viewing 15 posts - 1 through 15 (of 34 total)
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  • in reply to: When Hovered Puzzle Inaccurate for Skinned Mesh #77837
    masj
    Participant

    Thank you, Yuri!

    Really appreciate you and the team for everything you’re doing for the 3D creators out there, and for giving this specific point some time to think on – sounds like a tough problem.
    Fingers crossed that you and the team will be able to find a solution – would be amazing! :yahoo:

    in reply to: Are Instances Working? #77805
    masj
    Participant

    Late follow up, but the bone-based solution is much faster than transforming per instance, even though the file size is now slightly larger, as we had to realize all the instances into a single object. Decent trade-off, as performance is much more important. Thanks for your insights kdv.

    in reply to: Are Instances Working? #77527
    masj
    Participant

    Unfortunately, that kind of defeats the purpose of doing instances in the first place, as I’m animating transforms dynamically per instance. If I combined them into a single object, i’d have much more geometry data to deal with (likely another bottleneck w/ exponentially more triangles), and to get the animation effect I’m after, I’d have to do something like use thousands of bones (which I can do), but not sure how performant that solution would be.

    If it just Verge3D that handles instancing like this, or webgl/three.js in general, I’m curious? If each instance was dynamically created in JS as an InstanceMesh, would that change anything, or same result?

    And no – one directional light, no shadows. Only bloom and outline effect on a couple objects, (neither of which are the instances).

    in reply to: Are Instances Working? #77525
    masj
    Participant

    so…is that okay? Should I be concerned with the number of Render Calls, or is this just how Verge3D (and webgl?) does instances with glTF/glb files?

    in reply to: Terminate Drag Event #76967
    masj
    Participant

    Thanks again Xeon, esp for going through the trouble of attempting to recreate the issue.

    Tried it with a clean scene and simple cube just in case, but same issue when the cursor would leave the container in pressed state (made a gif, but unable to attach it so here’s a link link to gif maybe it’s a browser “feature” or a v3d bug? not sure).

    That said though, testing for container dimensions in the logic as a work around is brilliant!
    I’ll give that an attempt when I get the chance to do so and report back. Thank you for your great insights and ideas!

    in reply to: Terminate Drag Event #76959
    masj
    Participant

    Thanks for your insight, Xeon.

    I tried switching the selector to a single (non-inerrable) object, but unfortunately, the same issue persists, if I am still click-dragging on the object when my cursor leaves the container.

    In reality, I just need the user to click and drag horizontally, with the click originating in the v3d-container element (not even necessarily on an object, if it means we can stop the popping rotation and sticky drag if the pointer leaves/re-enters the container), through puzzles, JS, or a combination of the two.

    masj
    Participant

    Thank you for your consideration, Alexander.

    Yeah, looks challenging, ngl…something probably beyond what three.js enables on its own and into the webgl maths level?

    It’d be huge and I’d be beyond grateful if you and the rest of the genius team were to attempt to get this implemented, and think it could unlock new levels of creative control in a lot of ways.
    If there’s anything I can help with on the testing side, i.e. in Blender, plz do let me know.

    Thanks again for your ongoing efforts in building this great product!

    in reply to: Specular-Only Lights #76639
    masj
    Participant

    Good to know. Will do that. Thanks.

    in reply to: Specular-Only Lights #76624
    masj
    Participant

    Not supported in V3D, or not supported with broadly in three.js/webgl?
    Is it something that can be supported in a future release?

    in reply to: App slowdown when hiding/showing lights #76491
    masj
    Participant

    I ran into this recently (yes, it hits performance hard toggling the visible true<->false).
    What worked for me was setting the intensity from 0 to n or vice versa. Didn’t notice any slowdown :-)

    in reply to: Building a Guided Welcome Tour Intro #76296
    masj
    Participant

    Thanks Xeon.

    Good take about possibly skipping the iframe setup altogether. I saw initial value in abstracting the webpage UI, but it’s really not adding much, as I’m not using a no-code solution to build it.
    Shouldn’t be too hard to consolidate things in to a single html and css file, and change a couple things in the JS file. :good:

    Re: the modal box: ya, tht could work. Thanks for the link!

    in reply to: Building a Guided Welcome Tour Intro #76287
    masj
    Participant

    Always love it when I get a reply from you, Xeon. Super thorough. Really appreciate it!

    re: index.html w/iframe, I mean that there are additional html elements on top of those already in the V3D app (think buttons and widgets on top of the iframe like the official V3D scrolling swiss army knife example). That said, I think I’ll have to attempt option 1, as I guess I was preparing for from the start in the absence of an out-of-the-box option.

    Thank you for pointing out the new modal puzzle feature tho!! I’ve yet to look into that, but sounds like it could play a role. Have a great day B-)

    in reply to: Verge3D 4.7 for Blender is out! #76159
    masj
    Participant

    Significant, powerful updates. Love to see it, thank you!!

    QQ on the pzlib API (https://www.soft8soft.com/docs/pzlib_api/):

    To access, do the puzzles have to exist for the project (I think some functions propagate in the visual logic file when they do), or can we just use the JS Plug object’s pzlib method without actually creating the puzzles? Sorry if it’s mentioned somewhere and I missed it.

    In either case, will be upgrading soon, and excited to use this new functionality! Thanks again.

    in reply to: Verge3D 4.7 pre1 available! #73030
    masj
    Participant

    Plug.pzlib

    Thank you for this!!
    Though referencing puzzle code from the visual_logic files and messing around with callbacks helped me learn a lot about the underlying set-up and API, I LOVE this new feature! :yahoo:
    Time to version up.

    in reply to: Working with Animation Actions/Clips per Track #73028
    masj
    Participant

    That’s cool and all, but not sure it’s relevant to this specific topic. Thanks for sharing your input and work, though!

    Uploaded a picture to help visualize.
    We see four tracks on four different materials (the materials have keyframed value nodes and each material was assigned to the same object prior to gltf export, and split in Verge3D automatically as “material-generated mesh” objects), but all tracks are being controlled by the same animation clip/action.
    Trying to find a way/the best way to control playback for each track independently through code (each track is meant to loop keyframe animation at different durations).

    Any and all insights appreciated!

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Viewing 15 posts - 1 through 15 (of 34 total)