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mexwann
Customermexwann
CustomerThanks for the answer. I will work on it. Even if the issue is not only by rotating the cam, it is also for example by applying the material to more than one object. The first one looks ok and, by changing the second, the first and the ref look bad… (On this one, I removed the all object to only apply the “when click” to one object)
edit: it could come from the texture coordinate node in Blender. If connected by “object” (I use this one in order to always have the same looking texture size as I may have different object with different size or morphing features), I have the issue. With the “generated” node, there is no camera issue (but the tiles, or bricks, have different size depending on the object size…)
mexwann
CustomerThank you for the advice.
For the gltf to blender, it does not import material info (texture, color, …). Is it possible?
Only the name is loaded and basic Principle BSDF.
Thanks.
mexwann
CustomerUnderstood. Thanks!
mexwann
CustomerHi. Seems OK now.
Thanks a lot!
mexwann
CustomerOK. Thanks! Hope you can see something…
mexwann
CustomerThanks for your answer.
I include a simple example to illustrate my issue. It is actually only the value obtained with “get rotation” puzzle, the object are placed as in Blender…
I am not resetting rotation in blender as I would like to use the rotation value later in verge3d, and there is no parent for the objects.
2019-09-24 at 2:32 pm in reply to: Constraints (floor and shrinkwrap) from Blender to Verge3d #19239mexwann
CustomerThanks. I will try.
mexwann
CustomerThanks a lot! Working great. Indeed, I think a remove puzzle would be a great addition.
mexwann
CustomerHere are the files. Thanks a lot!
mexwann
CustomerThanks Yuri for helping. It does work for a one scene only case.
Only issue for objects from appended scene (with the when clicked – all object puzzle out of the procedure to not repeat).
mexwann
CustomerThanks a lot! I will check it and wait for next release.
mexwann
Customer@Mikhail thank you for your help. It is actually working this way.
However, what I would like to do is to be able to drag any appended object. Goal is to be able to create a design interior app adding, removing and moving objects (furnitures).
I could load, but not show at the beginning, all furnitures but I guess it could be quite heavy. So the idea would be to load first the scene, then the different furnitures. Just like in the load-unload puzzle example but with the ability to move them.My test is only append new object (here sphere) when click on a symbol (here, cube created in original scene), then move it in the room.
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