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2023-02-06 at 5:48 pm in reply to: Automatic camera setting for no clipping using all controls #60171NaxosCGCustomer
Up !
A camera collision would be sooo usefull !"1+1=3... for large values of 1"
NaxosCGCustomerYes, i know that in AR, the AO will not work, but before AR, the configurator will be online, as usual.
Ok, i can switch materials before enter into UDSz, but it is a lot of additionnal work."1+1=3... for large values of 1"
NaxosCGCustomeruntil the append did not occur, the mtl/obj are not availables in dropdown lists.
As the append scene is trigered with a clic / menu, we have to triger it (play within the puzzle editor), then we can find all mtl/obj in lists… Of course when scene is unloaded, the names remains in place, but it appears in red… until append again.So, to help future guys to get the method :
– Main scene (quite empty), some gltf exportyed in subfolders;
– code asap the append scene in the main one;
– play in the puzzle editor, so the append scene is done;
– create all other puzzles that are for the append parts;
– save and voilà."1+1=3... for large values of 1"
NaxosCGCustomerAs i think using the load / unload demo scene, i have to append first, then create puzzles, then i can manage the trigerring of the append.
You confirm that ?
"1+1=3... for large values of 1"
NaxosCGCustomerOr maybe i need to append first, create my puzzles, then make the append command trigerred with a clic or something ?
"1+1=3... for large values of 1"
NaxosCGCustomerall objects/materials are also available in the dropdown lists after the scene is appended. but a little later, in several seconds.
Ok, so when we set an append scene, puzzles editor knows it even if not triggered yet… clever !
"1+1=3... for large values of 1"
NaxosCGCustomerI think (maybe i’m wrong) that i have to create the whole puzzles with all in the main scene, so the mtl / obj are listed in the puzzle sections, then separate all into different gltf / subfolders ?
Or is there anyway to tell the puzzle editor that we will use this append scene and so we need to access it’s mtl/cam/obj lists ?
"1+1=3... for large values of 1"
NaxosCGCustomerYou can. The
append
puzzle has theonce ready do
slot. You’ll have the full access to objects/materials after the appended scene is loaded.I mean, when i want to create puzzles…
"1+1=3... for large values of 1"
NaxosCGCustomerOk i see.
As i have some parts that will be the same across all the billards tables, i’ll do the append scene solution : this way i’ll have to do it once.BUT : what about the puzzles ? before you append scene, the materials / objects are not present in the main scene, so tu puzzles can’t be set with those names ?
There is only one .js / .xml for the main gltf…
How does it goes ?"1+1=3... for large values of 1"
NaxosCGCustomerOn the contrary, it’s a good solution. For example, one of my apps folder
Ok, so the main gltf is some empty scene and puzzle goes to append other files ? Or just you changed some urls in the html ?
"1+1=3... for large values of 1"
NaxosCGCustomerI understand, and i am already using a naming convention for this.
If you can do subfloder , it would be better that lots of lines to look for.
If coding subfolder makes more difficulties than i can imagine, maybe you could code sort of “working apps list” instead :
so the app manager would manage several verge3D applications folders, and we could switch from one to another (browse, or better one list)My 2 cents.
"1+1=3... for large values of 1"
NaxosCGCustomerFound a solution in 3ds max.
Sounds interesting : can you explain it, please ?
"1+1=3... for large values of 1"
NaxosCGCustomerUp, please !
"1+1=3... for large values of 1"
NaxosCGCustomerNice, thanks !
"1+1=3... for large values of 1"
NaxosCGCustomerNice !
"1+1=3... for large values of 1"
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