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Pandern

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Viewing 15 posts - 1 through 15 (of 56 total)
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  • Pandern
    Customer

    It does… sort of. It inherits it from html

    font is a shorthand that can set all the different properties of an element’s font:

    font: 300 15px / 1.73 'Open Sans', sans-serif;

    https://developer.mozilla.org/en-US/docs/Web/CSS/font

    • This reply was modified 1 week ago by Pandern.
    • This reply was modified 1 week ago by Pandern.
    Pandern
    Customer

    Okay, well, at least the font is correct now.

    And the text looks the same to me, except for the <h1> and <h2>, which by design are larger and thicker.

    Use only one <p> for wrapping the whole text, not each line. The <p> stands for paragraph and has system styling from the browser. Thats how it is used in the bubble site.

    Instead of trying to learn CSS by copying from a complex web site, you should maybe learn the basics of webdesign. Then you will be able to copy style from websites more easily.

    This one is a good start: https://www.freecodecamp.org/learn/2022/responsive-web-design/

    Pandern
    Customer

    You still need to source the font. It displays helvetica because Founders grotesk is not found.

    You can download the font by clicking on this link:
    http://forum-font.cdn.bubble.io/f1591661753437x401230189466371460/founders-grotesk-web-regular.woff

    Put it in the base folder of your project and source it like this:

    @font-face {
      font-family: 'Founders Grotesk Regular';
      font-weight: 400;
      src: url('founders-grotesk-web-regular.woff');
    }

    you are missing quite a bit of the styling from that site. And h1 and h2 in your css might override any styling you put in .help.

    Add this to your .help

    padding: 1em 11px .25em 11px;
    line-height: 1.3;
    word-spacing: 2px;
    word-wrap: break-word;

    Try also to put your text inside a <p> tag. Like this:

    <div class="help">
      <p>
         <h1>Player Controls.....
       </p>
    </div>
    Pandern
    Customer
    @font-face {
      font-family: 'Founders Grotesk Regular';
      font-weight: 400;
      src: url('//forum-font.cdn.bubble.io/f1591661753437x401230189466371460/founders-grotesk-web-regular.woff');
    }
    
    html {
        font-family: 'Founders Grotesk Regular', Helvetica, Arial, sans-serif !important;
        font-size: 18px;
        word-spacing: 2px;
        line-height: 1.3;
    }

    I guess you forgot to copy/paste the source of the font, like they have in their css?

    in reply to: Scenery #80006
    Pandern
    Customer

    This tutorial shows how to project textures, in blender, to geometry in a scene from a hdri.

    https://www.youtube.com/watch?v=rrZiSwXoBVA

    I used a similar workflow, but in maya for this car configurator a long tima ago: car wrapping demo

    • This reply was modified 2 months ago by Pandern.
    in reply to: Verge3D 4.9 pre1 available! #79887
    Pandern
    Customer

    Awesome! Those three maya nodes are highly useful!

    in reply to: password protected output #79470
    Pandern
    Customer

    I would worry more about the password being stored on the client side than seeing it on the screen. If it were me I’d use server side validation. You can do this by using the advanced puzzles and some server side php. If you’re only doing a few users then json will work. If you’re allowing users to create their account and then log in later you’ll need to set up a database.

    Anyway, I didn’t try this but this should give you your answer (see image). Here is the documentation as well. https://developer.mozilla.org/en-US/docs/Web/HTML/Element/input/password

    Certainly, BigMike! On an open or public site, user credentials like usernames and passwords should always be stored server-side, as you mentioned, rather than on the client side.

    Saurav had asked for an example, so I provided the simplest one that came to mind.

    The example I shared is from an in-house configurator that only required basic accessibility, as it’s sold to clients as a SaaS product with per-user licensing. The username is also used in the PDF/image uotput from the configurator.

    I should have clarified this. Regardless of how and where the passwords are stored, the example puzzles I shared remain largely the same, with only minor changes depending on how the credentials are retrieved.

    The modal dialog in my example uses the password input type you referenced, but I appreciate the additional resources you linked—thank you!

    Lastly, the modal dialog also addresses the original poster’s (vizualizer’s) request: to create a window or pop-up that appears when a 3D item is clicked, prompting the user for a password to continue the 3D experience within the app.

    in reply to: password protected output #79350
    Pandern
    Customer

    I don’t think it is possible to style the user prompt in any way.

    Use instead the nodal dialog mentioned above.

    The html input type password is hiding the text by default and can be further styled.

    By changing the enquiry form found in puzzle library in verge3d, i quickly made this:

    https://v3d.net/16db

    password: secretPass1234

    see the puzzles in attached screengrab.

    It is a very rudimently styled and made, but it may be a good start for you :unsure:

    • This reply was modified 3 months, 2 weeks ago by Pandern.
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    in reply to: password protected output #79289
    Pandern
    Customer

    @saurav

    The absolute most basic way to do it could be to use the user prompt to ask for the password stored in a variable in the init tab of the puzzles.

    You can extend it to store the password on the users computer and even extend it to also ask for a user name first. Let me know if you would like help with that.

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    Pandern
    Customer

    Thank you

    The auto-updates were, and are, disabled, but the plugin still updated to 4.8.0. Is there a sure way to prevent this from happening again?

    edit: I checked on other instalments i have of the plugin and they’ve not been updated. Only on this one site. Have to check with the webmaster there again.

    DEBUG_WP_MAIL works as intended, but I’ve edited send_form.php to send two emails (to vendor and customer). Only the last one appears in the mail-debug folder, so it’s not quite a complete log of outgoing emails. It’s not a big issue, but I thought I’d mention it.

    Thanks again!

    • This reply was modified 4 months ago by Pandern.
    Pandern
    Customer

    Try to access it from another googl user:

    no access

    You need to share the files so that it can be accessible to other users:

    https://support.google.com/docs/answer/2494822

    in reply to: Projection Mapping #78818
    Pandern
    Customer

    True! But it is posted in ‘Graphics / Maya’ section of the forum. ;)

    Maya do have a triplanar mapping, but not supported by verge3D

    in reply to: Projection Mapping #78815
    Pandern
    Customer

    Yes, kdv. But unfornutatedly Maya doesn’t have anything equivalent of the object output in texture coordinates in blender.

    Pandern
    Customer

    iPhone need the ‘ img ‘ tag in the ‘ a id=”enter_AR_button” ‘ to be willing to accept it as an AR link

    • This reply was modified 4 months, 1 week ago by Pandern.
    • This reply was modified 4 months, 1 week ago by Pandern.
    in reply to: Projection Mapping #78808
    Pandern
    Customer

    Yes, but only in one axis. planar mapping.

    Use a ‘sampler Info’ node input to a ‘multiplyDivide’, and output X,Y or Z into Uv Coord of the texture.

    pointObj mappes the texture to the object
    pointWorld fixes the texture to the world
    pointCamera projects the texture from the camera

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Viewing 15 posts - 1 through 15 (of 56 total)