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PLAN8

Forum Replies Created

Viewing 15 posts - 61 through 75 (of 83 total)
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  • in reply to: V4 pre4 IOS weird clipping #51942
    PLAN8
    Customer

    It appears it is V 4 but pre 1 – how do I update this to pre 4?

    Verge3D 4.0.0 pre1 for Blender (Trial, WebGL 2.0)

    EDIT – dont worry, I found the refresh button and is now V4 pre4 – thanks!

    in reply to: V4 pre4 IOS weird clipping #51941
    PLAN8
    Customer

    Hi,

    I am using V4 pre 4 – how would I update the app?

    in reply to: V4 pre4 IOS weird clipping #51929
    PLAN8
    Customer

    Hi there Yuri,

    Sorry, I forgot to check the email notification box for this topic.

    I don’t think it’s the near Far clipping planes, I’m pretty confident its a bug that Apple have apparently fixed for the next iOS release where safari has WEBGL via Metal enabled by default which screws everything up.

    If you switch this off in developer settings, it more or less runs ok, but with no hdr antialiasing capability and is very dark.

    in reply to: Restrict camera movement #51927
    PLAN8
    Customer

    How are you animating the camera? Is it keyframed? Are you using a tween puzzle?

    Hi Again Xeon, appreciate your repeated help!

    The camera has a 60 second animation that was keyframed in Blender, so not coded in puzzles. However, it is triggered by clicking on an item to start the animation which is listed in the “animations” puzzle.

    The problem is, you seem to be able to move the camera I guess between each keyframe, then it jumps back to its navigation path. I just need the 3D orbit controls to be disabled whilst this one time only camera animation is playing.

    in reply to: Play Audio at start #51864
    PLAN8
    Customer

    Ahh, Perfect – thanks!

    in reply to: Play Audio at start #51857
    PLAN8
    Customer

    Might sound like a dumb question, but where is the “connector” puzzle? located?

    in reply to: Play Audio at start #51855
    PLAN8
    Customer

    Based on my own experiences, I often forget to preload the audio.

    Here is a link on how to do this:
    https://www.soft8soft.com/docs/manual/en/puzzles/Sound.html#load_sound

    On the same page it gives the restrictions for autoplay conditions.

    That’s great advice – thank you!

    in reply to: iOS and iPadOS general issues after version 15.X #51781
    PLAN8
    Customer

    Should be fixed in safari 15.5 hopefully.

    Attachments:
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    in reply to: iOS and iPadOS general issues after version 15.X #51766
    PLAN8
    Customer

    Ahh, yes, this explains my issues.

    I found all the noise online about switching off the default webgl metal option which solves some of the visual issues, but not a workaround for the general user.

    I did fine a forum about this for another three.js type web app, they implemented a bit of code thus…

    “I’ve updated #13492 to use antialias: false for Safari 15.4. This makes the WebGL examples work for me on iOS 15.4 and macOS 12.3 M1.”

    in reply to: Animated Environment maps #51764
    PLAN8
    Customer

    thanks

    in reply to: Animated Environment maps #51732
    PLAN8
    Customer

    Thanks – Ill try that as well.

    PS, how do you animate a value (brightness for example) in Puzzles?

    in reply to: Animated Environment maps #51710
    PLAN8
    Customer

    Hi,

    Thanks – I’ll try that and see if it works.

    On the same note, I also enabled the “Sun Position” addon that ships with Blender – this enables the correct animation of the sun’s position for a given geolocation, time, and date – this also fails to animate which is a real problem – Is it possible to bake this animation set perhaps?

    in reply to: Positional Audio/Spatial Audio in Verge3D #51127
    PLAN8
    Customer

    This is something I could really do with as well

    in reply to: Add export app to computer button #51077
    PLAN8
    Customer

    Or, how about automatically when creating a new app folder, all the background creation files (blender and backup files etc) are automatically listed in one folder and all the required HTML app files in another –

    in reply to: Add export app to computer button #51048
    PLAN8
    Customer

    Hi Plan8

    Just tossing in a two-cent opinion.

    The “applications/projectname” folder contains all the files V3D needs. Prior to publishing it’s the publisher’s responsibility to modify that folder as needed to fit their specific hosting needs.

    At the simplest this will include removing:
    the files associated with your 3D program blender, maya, or max.

    Then if you are using compression, remove the unneeded non-compressed files such as .gltf and .bin.

    You will also need to determine if you are using the standard verge, icons or if you are creating your own and replacing those if needed.

    You will also want to go through and delete your backup files.

    And finally, you will want to validate any textures and ensure that only textures your app is using are stored in the folders.

    Once you are done with all that you have a clean folder that can be used for uploading.

    Your workflow is probably unique but for many, it is something like this:
    1. Create the project
    2. Develop the project
    3. Test local
    4. Rework as needed
    5. Test local
    6. if good push to soft8soft or local server
    7. Test
    8. Rework as needed
    9. Test locally
    10. Copy project in App Manager to final_project name
    11. Test New copy (final_project)
    12. go to the application folder and delete unnecessary files and update files as needed within the final_project
    13. Test New copy locally
    14. Uploaded to a Staging server
    15. Test
    16. Upload to Production server

    This process provides you a copy of your project with all its backups and working files as well as a version that is cleaned up, optimized and stripped of all backups and working files. This will be important if there are requested changes that require you to back track.

    Regardless, if you choose to use this process or not, the applications/project name folder is the folder that contains all the files you need. You choose how clean you want it to be. But the files are there….no need to export.

    Hi there, that’s really helpful (particularly the bit about which files are unnecessary).

    This is kind of my point though – this is a lot of work to just export the bare minimum file required to self host. I don’t think it would be all that difficulty to have a single “Export to local” option that just does exactly that – just export the minimum required files to serve on a self hosted website.

    I am testing using the Verge3D wordpress plugin, this asks for a folder to upload and if you point it to the project folder, it uploads EVERYTHING – this is an immense waste of time, bandwidth and storage and often fails as the blender files can be very large.

    Deleting unrequired folders out of the working folder is destructive, so a copy folder must be made manually and the unnecessary files deleted manually as well, again, all very time consuming and quite confusing when a simple export button would make the whole process streamlined, pleasant and simple.

    So – a simple export to local option seems quite a logical option to me? I would have thought seeing as there is a dedicated wordpress plugin, then it makes sense that a streamlined export for that exact purpose would make sense?

Viewing 15 posts - 61 through 75 (of 83 total)