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rhenriquesCustomer
I’m not achieving the disable of the annotations fading.
Here’s the code change that I did.http://www.dct.uminho.pt/ScreenShot2018-10-10at18.48.png
No luck. It’s possible that the code has some syntax issue?
CheersrhenriquesCustomerGreat Yuri. Going to try later.
This is a very welcome feature for models of objects or very extruded natural geoforms! It’s not so interesting for landscape models. The ideal was to be able to change this using a puzzle or an option in a puzzle in an annotation by annotation basis. I suppose that it’s difficult to achieve.
CheersrhenriquesCustomerI’m going to try it. Which is the file?
There’s the visual logic js, the v3d.js and some into the js folder and one with “name of the project js”. Tried them all and no luck. Most labels still are faded. I must be missing something.
CheersrhenriquesCustomerI already had annotations changed this way, using “.v3d-annotation” styles change. I suspect that probably the problem, in this case is really the new fade out features. They shouldn’t be faded in the precise layout that I have but, somehow, they can intersect a little bit the geometry and, for this reason, get faded. It’s a nice feature but, in my model, I need to turn it out. How do I do this via API?
CheersrhenriquesCustomerHi rezman
What browser are you using? Sometimes, in slower machines, in Safari (MacOS) or Firefox, things get really slow. Try to use Chrome. I’m using it now for puzzles in my laptop and it’s faster than Safari for instance.
However, probably the best way is to get a good video card to replace your dead “good” one.
CheersrhenriquesCustomerHi Yuri
As a matter of fact, I had already tested this puzzle but it’s not handy if we need to have an annotation to object linkage. We can always generate an HTML div but it’s a lot more indirect way to get results. It could be solved perfectly if we could have a similar puzzle but that could allow an object to object linkage. This way we could use an empty axis to position the annotation and another empty axis to be linked with a draw line to the previous empty axis. It could simulate the effect of the example pretty easely and we also could get all the annotation system features like the additional info pane.
Could be something like this:PS: Tested the idea with annotations, empty axis and a dummy generated HTML object and got this result:
http://www.dct.uminho.pt/viana_proj/geoparkviana/localdata/pedrafurada/pedrafurada.html
However, with a puzzle to create a line between objects, this could take 1/4 of the time to create :)
rhenriquesCustomerHi Yuri
Didn’t notice those puzzles. I’m going to test them.
I think that this can do the job.
CheersrhenriquesCustomerrhenriquesCustomerrhenriquesCustomerThank you Yuri! This is a delicate issue if we want to provide material for IOS. If it behaves like the desktop version it will be perfect.
CheersrhenriquesCustomerhi Yuri
Any evolution on this issue? I now have a nice working prototype that only has these strange auto zoom and auto drag behavior issues in IOS. In the desktop versions is working great. Safari in MacOS has some issues too but are probably related with Safari itself and not Verge3D. The main issue is that, if we open in another tab an html5 document with some sort of animation or interactivity, after closing it and come back to verge 3D document, interactivity will freeze. In this case we have to reload the page. However this does not happen in Firefox and Chrome.
CheersrhenriquesCustomerAre you using look at or tween to puzzle? These puzzles work best with No controls camera types, and the zoom is regulated with its movement.
Hi Yuri
Yes, I’m using “look at” puzzle. In desktop computers look awesome. In IOS gains zoom life for itself. If it worked just like the desktop version would be awesome.
CheersrhenriquesCustomerHi Yuri
Later I’ll send you an email detailing all the info.
CheersrhenriquesCustomerHi Yuri
I’m trying to figure out the best way to use animations. My only doubt about the variables in the recliner demo is the variable “”animated_parts”. The “recliner_unfolded” is easy to understand but how is declared and how is used the “animated_parts” one. Seems to be only a dummy variable to organize code. Is this the case or am I wrong?
CheersrhenriquesCustomerHi Yuri
To soon for fireworks. The behavior in iOS, no matter which browse we use, still is very unpredictable. Now i’m using the puzzle to move the camera towards the selected object. As soon as we click the object, the zoom gains life for itself and it’s impossible to control. Any animation also enters to an uncontrolled loop that seems not to respect conditions in puzzles.
Cheers. -
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