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masj

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Viewing 15 posts - 16 through 30 (of 34 total)
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  • in reply to: Working with Animation Actions/Clips per Track #72827
    masj
    Participant

    Thank you for sharing your insights, xeon!

    I messed up on my description in the first post and edited it, specifically:

    I have several keyframed value nodes driving animation in a few different materials all assigned to faces on the same mesh object, and controlling the looping of each via code.

    I think your point still stands though. In V3D, the multi-material mesh object is split into a separate 3D Objects (with the “isMaterialGeneratedMesh” property on), but the animation tracks are all bound to the source object, I think, so the same animation controls affect them all, unfortunately. Having separate objects is the obv way around this, but rly want to see if there are no other options first. Generating a new clip per track via code would be ideal.

    in reply to: Animation Object Groups #71000
    masj
    Participant

    Fair take, but…

    What if they are not the same mesh, though?
    The animation being shared affects transforms and possibly morph targets with the same name on arbitrary meshes.

    Animation Object Groups sounds like they should for this, but have yet to implement it successfully.

    in reply to: Getting Instances Created Outside of Verge3D #70988
    masj
    Participant

    Thanks. If that’s the case, that’s clearly one option, yes (noting that this will still require traversing the scene, as far as I can tell, so same difference :unsure: ).

    Thanks for bringing my attn to ‘Instanced Mesh’ – good to know.

    masj
    Participant

    Thanks for the breakdown.
    Again, you’ve been amazing, and thanks for the help!

    masj
    Participant

    @kdv, you are brilliant! Thank you once again for sharing your insights. Really appreciate your help.

    Can I ask a follow up question re: the ‘factor’ arg?
    I think I found a way manually to set ‘factor’ on a per-object basis via its bounding box & Math.cbrt to keep it at the same scale as inside the 3D model file itself, but was wondering if you knew of a cleaner/simpler way to do this via maths inside the function call, when an object’s bounding box will have grown/shrunk with the object’s scale (hope that make sense).


    @xeon
    , for sure! I was envisioning something almost like fancy 3D UI annotation-like objects on the surface of model(s) in an app with lots of leeway for zooming, kind of like the feel of zooming in to a 2D map in an app, but w/ some proper 3D fanciness.

    in reply to: Sharing Animation Between Objects #69437
    masj
    Participant

    Thank you, kdv!

    I was hesitant to assign objects directly to what I was assuming were private properties, but this saves me a lot of going around in circles in the dev docs :good:

    Good to know about needing to update the app instance too. Thanks again!

    in reply to: Updating Annotations #69335
    masj
    Participant

    Yeah, that could be an option ✅
    Thanks for your input, kdv – always appreciate it!

    in reply to: Render Object In-Front of All Others #69107
    masj
    Participant

    Exactly what I needed. Thanks!! :yahoo:

    in reply to: WebGL gltf Shader Error with Blender 4? #69003
    masj
    Participant

    …yup, you are totally right. I completely missed that crucial step when updating this time around >.<
    Learned a bit regardless, and thanks for calling that out.

    in reply to: WebGL gltf Shader Error with Blender 4? #68996
    masj
    Participant

    Think I might’ve found the issue.
    There is a v3d checkbox setting for each material called “glTF 2.0 Compatible” that was left unchecked by default for me. Checking it on and reexporting seemed to have solved the issue, but need to check later if anything else broke and/or this is a false positive.

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    in reply to: WebGL gltf Shader Error with Blender 4? #68990
    masj
    Participant

    Thanks for the offer. I might take you up on that.

    Upon further testing, I found the errors would go away if I changed the shader type to something else (i.e. Diffuse BSDF, Sheen BSDF, etc.).
    The error only seems to get thrown when it’s a Principled BSDF (even if created from scratch), and it happens when v3d.js is trying to do something with it (the gltf file itself loads fine in the browser on its own).

    I guess I can use a different shader type until this gets addressed, assuming its not just me and others are able to recreate the issue as well (Blender 4.0.1, Any Mesh Objects with Principled BSDF Material applied, exported as a gltf file to v3d).

    • This reply was modified 11 months, 2 weeks ago by masj. Reason: including screenshot
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    in reply to: WebGL gltf Shader Error with Blender 4? #68983
    masj
    Participant

    Thanks for your reply.

    I went through all the node trees for each material, created a new Principled BDSF Shader node, swapped it in the node tree with the legacy one, deleted the legacy Principled BDSF node, and reconnected it into the node network. Saved and reexported, but the issue persists, sadly :-(

    Could I be missing a step? Surprised more people aren’t running into this issue, so might just be my unlucky setup?
    Really not looking forward to potentially having to go back and recreate past scenes from scratch if we can’t find a solution, so any further help is appreciated.

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    in reply to: Clickable Faded Annotations #67652
    masj
    Participant

    Thanks Crunch!
    Clever fix, but if I’m attempting it correctly, it still doesn’t make the annotation clickable to bring up the dialog content box as I need, unfortunately.

    in reply to: Clickable Faded Annotations #67626
    masj
    Participant

    ok :-(

    in reply to: Accessing built-ins in external function #66732
    masj
    Participant

    Thank you!

Viewing 15 posts - 16 through 30 (of 34 total)