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2021-04-10 at 11:49 am in reply to: Need to cycle through partial morf factor targets with puzzles. #40085mcolinpCustomer
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.
2021-04-09 at 11:51 pm in reply to: Need to cycle through partial morf factor targets with puzzles. #40069mcolinpCustomerI guess I am unsure how to use or create a variable that works with the shape key from blender, (morph factor in puzzles).
2021-04-09 at 8:22 am in reply to: Need to cycle through partial morf factor targets with puzzles. #40051mcolinpCustomerThanks Yuri. Is there an example I can reference?
2021-02-24 at 1:12 pm in reply to: Puzzle to correlate time from browser to set watch face to same time. #38867mcolinpCustomerHere 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?
2021-02-22 at 12:36 pm in reply to: Puzzle to correlate time from browser to set watch face to same time. #38791mcolinpCustomerIf 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.
2021-02-20 at 5:14 pm in reply to: Puzzle to correlate time from browser to set watch face to same time. #38763mcolinpCustomerThank 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.
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You must be logged in to view attached files.2021-02-17 at 5:19 pm in reply to: Puzzle to correlate time from browser to set watch face to same time. #38666mcolinpCustomerI 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.
2021-02-17 at 1:25 pm in reply to: Puzzle to correlate time from browser to set watch face to same time. #38663mcolinpCustomerSo 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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You must be logged in to view attached files.2021-02-17 at 12:44 am in reply to: Puzzle to correlate time from browser to set watch face to same time. #38633mcolinpCustomerThat 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.
2021-02-14 at 9:12 pm in reply to: Puzzle to correlate time from browser to set watch face to same time. #38511mcolinpCustomerHere 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.
2020-03-02 at 3:12 pm in reply to: Verge3D 3.0 Pre2 Bug: Strange Layering of Environment on top of materials. #24120mcolinpCustomerWonderful! Good to hear.
mcolinpCustomerI 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.
mcolinpCustomerI 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.)
mcolinpCustomerI 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!
2020-01-21 at 3:04 pm in reply to: Feat Req: Create a Verge3D Output node (or option along with EEVEE & Cycles) #22987 -
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