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muggaParticipant
Any chance to get a similar puzzle or function in js. Which just targets to an object with an custom set zoom level?
muggaParticipant@gary
Thank you very much for your code example.It would be great if for the click event puzzle, there could be an option to implement something like that function. Something like “real click” / “filtered click”.
muggaParticipantBut how you do that? I havent seen anything like transparency. In order to change a value, I have to first set it in 3d.
Maybe to be more clear of what I would like to achieve. I would like to fadeout a group or an object with just using javascript. Just as simple as in jquery for example would be great:
$("#object").fadeOut();
muggaParticipantOkay. Is there another maybe simpler possibility to do a fadeout?
On a pure programmatically way, instead of “re-exporting” the 3d file with proper setup material?muggaParticipantYeah, I wanted it to be transparent. I forgot to set “alpha = true” for the v3d.app.
Got it now workingmuggaParticipantSure, no problem.
Attached you find a zip with an gltf and the max file. If you need anything else please let me know.It would be great if the material in the “baked material” slot, would be applied on export to the glft.
muggaParticipantHmm, strange. I’m using version 2.15.0
Edit:
I found a workaround. When I’m switching the texture channel from 3 to 2 in the bitmap settings, I’m getting the correct uv (which is number 3) being displayed.muggaParticipantHmm, okay. You know a way how I could workaround this?
muggaParticipantHere they are
muggaParticipantOk. Maybe you can consider to add that functionality in the future. Would be quiet handy.
muggaParticipantThe current workaround is to set the pivot of the group to 0,0,0 in 3d space. Then there is no offset.
muggaParticipantThank you very much for all your help jem. I had to modify it a little bit for my needs, but its working perfect.
muggaParticipant@jem
Awesome, thank you very much for all your help. I could adapt your code and make it work for my usecase.Only thing which is quite strange is that when I’m using anything other than “MeshBasicMaterial” the objects turn black. The scene is only lit via envmap/hdri. Do I have to copy the scene envmap to the new material?
muggaParticipant@jem
Thank you very much for the explanations and examples. That was excactly my problem, I didnt know how to save the names for the clones. But now I got it working.Maybe you can help me with another thing. I would now also like to change the material (diffuse color) for every clone based on a calculated rgb value.
The function for getting the rgb values, should already work, but cant change the color for the individual objects.muggaParticipantYeah, I know that you can style them. But I would like to have different styles of annotations. At the moment I add classes to some annotations via jquery, this works. But it would be easier when you just would have an extra field besides “id” for setting an extra class.
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