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mcolinp

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Viewing 15 posts - 16 through 30 (of 70 total)
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  • mcolinp
    Customer

    Yuri, I appreciate your response. What I am still struggling with, is how to set limits on the control object, except it isn’t dragged, (referring to the youtube example). It needs to move in 6in increments and only between 8ft to 11ft. I am uncertain how to set the Morph factor to specific increments between 0-1. Or should I create multiple Morph factors and always go to 1? This doesn’t seem like a valid solution, as I need 6 different stopping points, (7 including the base factor); and your engine only supports up to 5 shape keys/morph factors.

    mcolinp
    Customer

    I guess I am unsure how to use or create a variable that works with the shape key from blender, (morph factor in puzzles).

    mcolinp
    Customer

    Thanks Yuri. Is there an example I can reference?

    mcolinp
    Customer

    Here is a stripped down version. It exhibits the same behavior; with the hour hand flipping 180 degrees, back and forth every second. (It does not happen in your example, only mine.) Perhaps its the way my objects are parented?

    mcolinp
    Customer

    If you want to see the file, I can send it via email, through a private file-sharing link. Please provide an email address for this purpose, unless there is a simple solution you can otherwise point me to.

    Thanks again for the help.

    mcolinp
    Customer

    Thank you so much for the example. I was able to replicate the puzzle setup in my file, but there is an issue with the ‘hour’ hand. In between each update, it flips 180 degrees until the next update, (every second). So when it is 11:00, it will go to 11:00, then flip around to 5:00, repeatedly. I deleted all drivers from the hands, and turned off exporting the animation from blender when exporting/updating the gltf file. I cannot pinpoint what is causing this, otherwise the puzzles did work.

    Attachments:
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    mcolinp
    Customer

    I get what you are saying, I’m just not understanding what puzzle configuration I can use to make the time generate, translate into those values.

    mcolinp
    Customer

    So I have tried various setups with the puzzles you specified, but I am still coming up short. An additional issue, is that the rotation by default, goes counter-clockwise. I tried reversing the local axis for each ‘hand’ in Blender, but it still rotates the opposite direction from what I need. Also, while the hands do move based on the puzzles, they do not reflect the actual rotation based on the Time puzzle. (At the time I made these screenshots, it was after 8:00 am here.) Of course I am likely missing something here. Here is a picture of the latest configuration:

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    mcolinp
    Customer

    That example looks great. Would there be a way I could see an example of how this javascript would be applied into the puzzles, with the rotation angles as you mentioned?

    I’m pretty code illiterate, so any slight modifications that would be needed, are not things I would instinctively know to do. I can usually work it out if I see an example.

    mcolinp
    Customer

    Here is what I have so far. I have managed to create the proper relationships using Verge3D puzzles to get the proper relationships between the hour hand, and the minute hand; in regards to the second hand animation. Still struggling to see how I could get the hands to position themselves on load using the time puzzles.

    Shinola Watch Concept

    mcolinp
    Customer

    Wonderful! Good to hear.

    in reply to: Verge3D 3.0 pre2 available! #23827
    mcolinp
    Customer

    I started a new thread over in bug reports. It can be found here:

    Verge3D 3.0 Pre2 Bug: Strange Layering of Environment on top of materials.

    I also packed the file, it should load properly now. The only image file in that file was the environment texture. Thanks for your help.

    in reply to: Verge3D 3.0 pre2 available! #23796
    mcolinp
    Customer

    I was excited to try out this new version. Is there a specific thread to report issues regarding this build? The way the world renders seems strange and inconsistent with previous builds. It looks like the world is layered over the material and does not match movements with the reflections shown on a reflective material. (My default world has been setup to create reflections, but show a solid color in the background.)

    *See Attached file to see the issue. Just open and use the sneak peek button in the 3D viewport.

    Another thing to note: This file with the embedded materials previews fine when using sneak peek with Blender 2.81/Verge3D 2.17.1, though when using it with Blender 2.82/Verge3D 2.17.1; it does not show any object or material in the browser. (Firefox in my case.)

    in reply to: Feature Request: UDIMs #23583
    mcolinp
    Customer

    I did see that. I figured it might be worth consideration, as UDIMS seem to be becoming embraced as an industry standard workflow.

    Looking forward to seeing what v 3.0 will bring.

    Keep up the good work!

    mcolinp
    Customer

    Thanks again for the suggestions! In the meantime, you can check your node setups against this reference.

    Wonderful! I had taken a break from following your specific updates for a few months. This is very helpful.

    Thank You!

Viewing 15 posts - 16 through 30 (of 70 total)