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samuraijkmCustomer
Hi Yuri,
Thank you for helping me sort through this…
It still isn’t quite right. See the images attached. The file I sent you has the wire attached at a knob on the side of the piston. The one you sent back it’s floating in the middle of the piston.
I thought that there might be a way to keep it aligned, but when I tried to replicate what you did, mine was in a different spot.
Can you explain what keyframe you added frame 0 in more detail? Was it the armature of the base robot arm, was it for all the bones or just the main bone ? I’ve tried both and it still looks the same. I feel like I’m so close to figuring it out but nothing seems to be working.
Sincerely,
JasonAttachments:
You must be logged in to view attached files.samuraijkmCustomerHi Yuri,
It still isn’t quite right. See the images attached. The file I sent you has the wire attached at a knob on the side of the piston. The one you sent back it’s floating in the middle of the piston.
I thought that there might be a way to keep it aligned, but when I tried to replicate what you did, mine was in a different spot.
Can you explain what keyframe you added frame 0 in more detail? Was it the armature of the base robot arm, was it for all the bones or just the main bone ? I’ve tried both and it still looks the same. I feel like I’m so close to figuring it out but nothing seems to be working.
Sincerely,
JasonsamuraijkmCustomerglitch
samuraijkmCustomerHi Yuri,
It still isn’t quite right. See the images attached. The file I sent you has the wire attached at a knob on the side of the piston. The one you sent back it’s floating in the middle of the piston.
I thought that there might be a way to keep it aligned, but when I tried to replicate what you did, mine was in a different spot.
Can you explain what keyframe you added frame 0 in more detail? Was it the armature of the base robot arm, was it for all the bones or just the main bone ? I’ve tried both and it still looks the same. I feel like I’m so close to figuring it out but nothing seems to be working.
Sincerely,
JasonAttachments:
You must be logged in to view attached files.2021-03-01 at 10:43 pm in reply to: Need to set frame of animation to later frame 180 on load of verge file #38993samuraijkmCustomerHi Yuri,
This worked! Sorry I meant to let you know previously but got tied up on another job. Thanks for the help.
2021-02-11 at 4:20 pm in reply to: Need to set frame of animation to later frame 180 on load of verge file #38444samuraijkmCustomerHi Yuri,
The application is live on this page – https://www.ifm.com/us/en/us/machine-solutions/logistics-automation/extendable-conveyor
Now granted this is not the functionality that the client wants. Right now I have the conveyor animating a drop in the beginning and then it starts everything. What I’d like to have is it start later in time and reverse the animation to the start. If you click on machine performance and click the blinking dot you will see the full animation.
I am attaching my puzzles to look at. It’s pretty simple set up. I have set animation frame to 120 in the main code area and it then calls a procedure that at the end starts another procedure that plays the animation backwards from 120 to 1. When I execute it like this, it ignores the set frame, then pops to the set frame after its done the intro anim and then never animates backwards. It just gets stuck. I am attaching a video of the glitchy version to show you what I mean.
Not sure why it wouldn’t execute the set frame first or animate it correctly in reverse ? I even put it in the procedure at the top and that doesn’t work either.
Attachments:
You must be logged in to view attached files.2020-11-10 at 4:25 pm in reply to: Chain links on curve modifier giving error when converting to verge WebGL #35202samuraijkmCustomerThanks for the info Mikhail,
Ok, so I went to the trouble of recreating the animation with bones instead of modifiers. I then baked the key frames of the bones. Upon exporting the verge file, it works but takes forever to export and I’m sure the gltf file is not optimized at this point.Can you please take a look at my file and let me know if there is a better way to do this or export it ?
PS- I’m attaching one file with the original armature and another version after I baked frames.
2020-09-09 at 4:27 pm in reply to: Animated color gradient in mix shader not working when exported #32635samuraijkmCustomerAh, that did the trick Mikhail! Thanks
samuraijkmCustomerThanks Yuri,
I will try that for now.
Jason
samuraijkmCustomerHi Yuri,
I isolated the problem into this blend file. I had to delete all images to get small enough to zip and send, but it shows the issue correctly.
Let me know what you find out.
Thanks,
JasonsamuraijkmCustomerAwesome, thanks Yuri!
samuraijkmCustomerOk, thanks for your fast responses and the fix! What is the time frame of the 3.1pre3 release ?
samuraijkmCustomerHi Yuri,
You have to use the password wrqkd9wj when you click the link to get to the download. Yes, it can be reproduced locally when running from the manager.
-Jason
samuraijkmCustomerI just made a symbolic link from my C drive to the location on D and it seems to work for me. Still, I think you might want to look at the installer to keep that from happening to others.
-J
samuraijkmCustomerHi Yuri,
I finally got it to work, but I had to install verge in the default path on my C:/ drive. Whenever I changed the default location to my data drive the verge plugin doesn’t get installed. This is an issue for me as my C:/ drive is not backed up at work. Only my D:/ data drive is. Can you guys look into this, because it seems to be an error with the verge installer ? For now, can you tell me if there is a way to edit the init file for verge to point to a different drive and I can manually re-link to my verge files.
Thanks for your help,
Jason -
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