We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

Brameister

Forum Replies Created

Viewing 15 posts - 31 through 45 (of 46 total)
  • Author
    Posts
  • 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, 1 month 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, 3 months ago by Brameister.
    Attachments:
    You must be logged in to view attached files.
    in reply to: Custom Preloader using WordPress/Elementor #66088
    Brameister
    Participant

    Hi, kdv. Thank you so much for replying.

    I think I understand. My problem, however, is I don’t know where to find the CSS rules. In the tutorial, he exports the preloader page’s code and he gets a .css file that he opens in Atom and simply copies the code and pastes into the app’s .css file. In my case, when I export the page code from WordPress, I get like 7 or 8 .css files, none of which have the page’s name.

Viewing 15 posts - 31 through 45 (of 46 total)