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Brameister

Forum Replies Created

Viewing 15 posts - 31 through 45 (of 47 total)
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  • in reply to: Can’t enter AR on iOS using button in parent doc #67281
    Brameister
    Participant

    And one more very important thing:

    won’t do for the AR button in iOS. Only will do.

    I think that is probably the issue, right? I’ll try to figure out how to use in this case. Thanks for the help!

    in reply to: Can’t enter AR on iOS using button in parent doc #67280
    Brameister
    Participant

    I changed the ID to “botao_ar”, and later changed it in the puzzles too. I thought I’d leave the original ID in the screenshot above to avoid any confusion. But the ID in the HTML element and in the puzzles is “botao_ar”.

    :yes:

    in reply to: Can’t enter AR on iOS using button in parent doc #67276
    Brameister
    Participant

    I changed the ID to “botao_ar”, and later changed it in the puzzles too. I thought I’d leave the original ID in the screenshot above to avoid any confusion. But the ID in the HTML element and in the puzzles is “botao_ar”.

    • This reply was modified 1 year, 2 months ago by Brameister.
    in reply to: Can’t enter AR on iOS using button in parent doc #67274
    Brameister
    Participant

    Sure thing.

    Here’s the link to the app

    in reply to: AR plugin for iOS #67262
    Brameister
    Participant

    That’s to rotate model along z axis whenever there is 1 touch, right?

    Yes.

    As for the rest, try and see. But what for? Positioning is already implemented.

    True. I can position the model with the indicator_invis_plane, but I’m trying to get the user to move the model and rotate it by dragging 1 or 2 fingers. I think that, for a regular customer, repositioning the model with the indicator_invis_plane feels a little weird and counterintuitive.

    in reply to: Tutorials – Taking Requests #67249
    Brameister
    Participant

    Awesome initiative. I think a more detailed tutorial on AR for product configurators would be nice.

    in reply to: AR plugin for iOS #67112
    Brameister
    Participant

    That’s for Android only, not for iOS

    Awesome! That’s to rotate model along z axis whenever there is 1 touch, right?

    What if I want to move model position along the surface? That would be the X axis, right? Should I just replace “rotation” with “position” and set new “curr” and “prev” variables, and then change the “touchesCount” to 2 (to move the position while pressing 2 fingers on the screen)?

    in reply to: AR plugin for iOS #67106
    Brameister
    Participant

    Yes, it exports the current visible scene’s state on demand. Check this demo https://v3d.net/9e4

    Hi Kdv (our Verge3D overlord).

    Is there anyway I could take a look at the puzzles behind this example you gave? I noticed that in your example, we can rotate the model by swiping, which can’t be done in the original AR example.

    What I need to do is somewhat simpler. I just want the model to be placed directly whenever it finds a surface, and then the user should be able to rotate the model by swiping, as in your example.

    How can I do that?

    in reply to: Application not opening #66243
    Brameister
    Participant

    but rather 8 area lights I placed to represent LED lighting on a nightstand

    All of them casting shadows?

    Yes, I believe so. Should I disable casting shadows? Would that help?

    in reply to: Application not opening #66241
    Brameister
    Participant

    Broken shaders. Something wrong with your materials.

    And incredibly high video memory consumption (that’s the primary reason). Your app simply crashes when video memory is over-filled.

    I figured it out. It wasn’t any of the materials per se, but rather 8 area lights I placed to represent LED lighting on a nightstand. Each area light represents a small 30-centimeter
    LED strip on the furniture. Should that be using up so much video memory as it is? Is there a better way to use blender lighting to avoid this issue when exporting to verge3d?

    in reply to: Application not opening #66240
    Brameister
    Participant

    Once again my savior! Thank you so much for all your help, kdv!

    I see. I followed the same shading nodes as I did in other apps, but I must have screwed something up. I’ll try to redo the shaders.

    Thank you again for all of your help!

    in reply to: Custom Preloader using WordPress/Elementor #66097
    Brameister
    Participant

    I see. So the issue is probably with the WordPress plugin I’m using to export the page into HTML/CSS, right?

    Is there any other way to get this CSS information that I need (i.e. another way to export a WordPress Page into HTML/CSS)?

    in reply to: Custom Preloader using WordPress/Elementor #66095
    Brameister
    Participant

    For example, I can’t even seem to find in any of these css files any reference to the images used

    in reply to: Custom Preloader using WordPress/Elementor #66094
    Brameister
    Participant

    Yes. Unfortunately, I’m embarrassed to say that I wouldn’t know how to identify a CSS rule if it slapped me in the face.

    My knowledge of html/css/java/coding in general is extremely limited.

    Is there any other way for me to find the CSS code that I need to paste into the app’s .css file, in order for the custom preloader to work?

    in reply to: Custom Preloader using WordPress/Elementor #66090
    Brameister
    Participant

    Sure thing. Here they are!

    • This reply was modified 1 year, 4 months ago by Brameister.
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Viewing 15 posts - 31 through 45 (of 47 total)