Forum Replies Created
-
AuthorPosts
-
2021-05-14 at 5:14 pm in reply to: AWS vs AZURE? Is one better for hosting/streaming Verge3D interactions? #41006patrickbeltCustomer
Thank you for the quick reply Alexander.
patrick.c.belt@gmail.com
patrickbeltCustomerHi Marcus. I’m glad to hear you found my posts helpful. I hope your presentation goes well. Good luck. – Patrick
patrick.c.belt@gmail.com
patrickbeltCustomerNo problem. I hope it helps. Also, I was just kidding about only helping out for money (I was inspired to say that because of a certain tv show). Please feel free to ask me any other questions if needed, and I’m happy to help if I am able.
Here is a link for the camera related puzzles: https://www.soft8soft.com/docs/manual/en/puzzles/Camera.html
For what you are trying to do, and if you want a stationary 360 degree/first-person camera, look at the “get camera direction” puzzle option. I’ve used a custom variation of this I created to create a stationary first person camera to simulate the view a pilot would have while sitting in the cockpit of a jet.
– Patrick
patrick.c.belt@gmail.com
patrickbeltCustomerYes. If you are using Blender, place your camera in your scene where you want it to start. Then, with your camera selected, select the “Object Data Properties” tab. (If you are using Blender v2.8 it looks like a Movie Camera Icon.) Then look for the “Verge3D Settings” drop down option. Expand that, and change the “Controls:” setting from “Orbit” to “First-Person” (See attached reference image). This should allow you to do exactly what you are describing. Then, when you open your project in Verge3D, by default you can look and move around your 3D space just like you would in a first-person-shooter type video game using the mouse to look around, and using the W, A, S, and D keys on your keyboard for directional movement within the 3D space. You can even add collision materials to your walls so that you can’t walk through them. However, if you want to have a first-person camera that can look in all directions, but doesn’t allow any directional movement like forward or backward, or prevent zooming out with the mouse wheel, then that gets more complicated, but is definitely possible using just puzzles in Verge3D. I have done this multiple times for the interior of buildings and aircraft, and would be happy to help you out more if needed… for money ;)
Patrick
patrick.c.belt@gmail.com
patrickbeltCustomerHi Yuri,
I would like to revisit the above topic regarding the ability to publish Verge3D projects as a single HTML file. Is this possible yet? If not, will this feature ever be added to Verge3D?
The reason I keep asking is because I would like to have the ability to embed interactive Verge3D scenes that I create directly into the eLearning presentations I develop using Adobe Captivate – without needing to link to an external website, or the need for an internet connection.
Thank you,
Patrick
patrick.c.belt@gmail.com
patrickbeltCustomerWow, wow! Look at you go! Thank you so much for all of this. I’m very impressed, and appreciate the timely responses. (Although I couldn’t get the “hacky code” example to work.)
It sounds like you’re busy, but I have one more for you if you’re interested: If I drag the red cude (bottom cube) first, the top cube doesn’t move at all. The top cube should move with the bottom cube due to friction. (I really wanted to see if I could figure this one out on my own, but after a couple hours of tinkering I have decided to reach out to you again since you seem to really know your code/puzzles.)
patrick.c.belt@gmail.com
patrickbeltCustomerThank you. The puzzle example you shared did the trick. The only issue I have now is that when dragging a cube it doesn’t interact with the other cube and push it out of the way. I suppose that’s because the physics object is turned off while dragging… Do you think it’s possible to achieve this kind of object interaction while dragging, in addition to the falling object fix you suggested earlier?
patrick.c.belt@gmail.com
patrickbeltCustomerHello,
I never saw an update to the physics issue I was having. I’m now using Verge3D v2.12.5 for Blender 2.8 and am still having the same issue. I’ve zipped and attached a basic example project, and an image of the puzzle logic that it uses. In this simple example I have two blocks that stack using physics. I want to be able to click and drag either block, and then the block should drop to the plane and stay where I drop it. Instead, when I stop dragging a block, it snaps back to its original location (just like my previous example in this thread). Any help is appreciated. Thank you – Patrick
patrick.c.belt@gmail.com
patrickbeltCustomerAlexander, in regards to my actual project, yes – I followed the updating steps as usual, and I usually don’t have an issue. The only thing I haven’t tried yet is rebuilding all the puzzles from scratch. However, before I go to that extreme, I created a new simple project to test the physics first. After doing so, I still have issues with using physics in v2.12; the two cubes snapping back into place instead of falling after dragging. Although it doesn’t illustrate some of the other issues I have related to adding physics puzzles to my main project, I believe it does show that something isn’t working correctly in regards to physics.
Attached is the zipped file for the simple test project that demonstrates the physics issue I described in my original post above. Thanks – Patrick
patrick.c.belt@gmail.com
patrickbeltCustomerHi Kani,
I’m just a Verge3D user like yourself, but I also had a need to change the texture of a object with a single button like you are describing. See the attached image to the set up that I came up with.
Note: There are two “when clicked” actions for the same button. The first “when clicked” action changes the texture on the object (in my case the color of an airplane), and the second “when clicked” action changes the texture used on the button itself. In my case the button changes from saying Texture 1, to saying Texture 2 – then switches back to Texture 1 if clicked again, and so forth. This second action is entirely optional. I hope it’s not too confusing, but it works for me. – Patrick
patrick.c.belt@gmail.com
patrickbeltCustomerThank you Alexander. I really appreciate the quick reply!
patrick.c.belt@gmail.com
patrickbeltCustomerThank you for the reply. I know you must be extremely busy, and I really appreciate all the help.
One issue I noticed with the work around I came up with is that once a block passes over the edge of the plane, it is unable to fall below the established minimum z-value, and the block is left floating in the air instead of falling off in a downward direction.
Thanks again for the help. I’ll try to see if I can interpret the code in the link you provided.
patrick.c.belt@gmail.com
patrickbeltCustomerThank you. That works very well, but now I am encountering another issue… While clicking and dragging a block into the other blocks, the selected block will pass about half way through the other blocks before eventually pushing them out of the way. The selected block can also be dragged down through the plane and can eventually fall all the way through if dragged far enough. I’m hoping there is a way to prevent objects from passing through each other while dragging them.
I was able to create a suitable work around for preventing the blocks from passing through the plane (please see the attached image), but I’m hoping there is a more exact way to do this for all objects. Thank you!
patrick.c.belt@gmail.com
patrickbeltCustomerThanks Yuri. Applying the scale worked! However, what I would like to do now is to click and drag each block, and then drop them or stack them. The “when dragged over > drag move” puzzle function no longer works with the physics included. Is there a simple work around for this that I’m missing? I’ve attached a basic image of the puzzle that isn’t working the way I thought it would. Thanks!
patrick.c.belt@gmail.com
patrickbeltCustomerHello. I’m trying to test out the new physics options by recreating a simple scene similar to the Physics demo and corresponding .blend file available on the app manager. However, I’m having some issues getting all objects to collide with each other.
In my example, only one block appears to collide with the ground plane, while the other two blocks fall right through it. It also appears like the one remaining block is floating above the plane instead of laying directly on it…
Any help or suggestions for what I’m doing wrong is appreciated. Thank you!
Attachments:
You must be logged in to view attached files.patrick.c.belt@gmail.com
-
AuthorPosts