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saranjivac

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Viewing 15 posts - 1 through 15 (of 23 total)
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  • in reply to: drag textures on the model #80554
    saranjivac
    Customer

    Final update (solution):

    Added in the rotation as well. You can download the group node that makes things easy here (for free/tip only): https://saranjivac.gumroad.com/l/advmapnode

    Or you can copy these nodes.

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    in reply to: drag textures on the model #80485
    saranjivac
    Customer

    Another update: added scaling on both axis.

    The issue: scaling is done towards the 0,0 UV, in other words to the bottom left corner of the texture before it is scaled.

    The goal: to scale on the center of the texture after it is scaled.

    The solution: some clever use of math nodes (attached image).

    Don’t ask me to explain why that exact math. This was the video that prompted me in the right direction (but they could only scale and not adjust the location): https://www.youtube.com/watch?v=ddXGIilaFIc

    • This reply was modified 4 weeks, 1 day ago by saranjivac.
    • This reply was modified 4 weeks, 1 day ago by saranjivac.
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    in reply to: drag textures on the model #80473
    saranjivac
    Customer

    I figured out how to move the entire texture that I previously centered and scaled where I wanted in Blender.

    Few lines of script and some multipliers to control the speed in relation to the pixel moved/screen resolution.

    Moving on to scale and rotation now but wanted to post my progress as I noticed people rarely post their solutions on these forums, which is a shame.

    • This reply was modified 4 weeks, 1 day ago by saranjivac.
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    in reply to: drag textures on the model #80464
    saranjivac
    Customer

    I know about that one, but you have to interact with the canvas instead of the 3D model. I also contacted them and asked if that’s something they plan to add in the future and it doesn’t look like it unfortunately.

    There is also one issue which I have run into with that and the other plugin that I bought. When you scale it down for the purpose that I need it for (logos), this happens. The actual logo occupies just a tiny piece of the canvas and gets terribly pixelated. Using larger resolution is not acceptable solution because it makes everything lag horridly.

    So what I am trying to do is have the initial texture occupy a smaller place on the UV and then 1k canvas is enough because it is tiny to start with in relation to the UV.

    • This reply was modified 1 month ago by saranjivac.
    • This reply was modified 1 month ago by saranjivac.
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    in reply to: Verge3D 4.7 pre2 available! #75633
    saranjivac
    Customer

    Looks like its 4.1 for a while until they add something super useful that we can’t live without ;-)

    in reply to: Smith machine 3D product configurator #75609
    saranjivac
    Customer

    great work!

    Thank you.

    Hey thats lovely work.

    I just mentioned that V3D should be applied in more serious product ranges beyond just small thing & here it is!

    I noticed when I clicked on frame configurator option camera animation took place and frame also changed it looked like some jerk to me initially.
    A little suggestion,
    Just give some delay to camera animation after clicking OR put camera animation after frame appears. like example – “when finished do”
    My view as a raw end user what I felt.

    rest is awesome !

    The actual frame switching happens after the camera changes (using when finished do).

    What’s causing those jerks on frame switching (if we are thinking about the same thing) is that the woocommerce puzzle doesn’t let you switch from one to the other option by force (at least that I found, if anyone knows of a way please let me know).

    Which is needed when the user switches frame, but the existing weight configuration option on that frame doesn’t exist on the new frame. So it needs to switch to a “default option” for the new frame.

    At first I wanted to solve that within the UI, but the person doing the UI couldn’t quite understand what I needed so I had to simulate a button click on the default weight configuration for the clicked frame by writing some script, which causes some issues I could not resolve, especially if the frames are switched a few times in rapid succession.

    Later they continued to develop the UI after everything was done and I think they glitched it even more but at that point I already finished my part of the project and was just checking in from time to time.

    In the state it’s currently in I’m not even sure its showable as a portfolio piece, I might create my own UI and keep it off woocommerce and on Verge3D network. I’m thinking of doing minimalist UI, by showing only options to chose from after the user clicks on a specific piece.

    • This reply was modified 9 months, 1 week ago by saranjivac.
    • This reply was modified 9 months, 1 week ago by saranjivac.
    in reply to: Verge’s marching towards 5.0 higher expectations #75511
    saranjivac
    Customer

    I agree with Xeon, I would love to see some features clients often need, such as:
    – canvas integrated into the base app (I know there are some plugins out there).
    – easier Shopify integration (perhaps by installing a Verge3D Shopify app that would connect with Verge3D servers).

    in reply to: Smith machine 3D product configurator #75500
    saranjivac
    Customer

    Outstanding job! Very well done. Might I suggest to include highlighting the elements on the model when you hover over the UI elements. For instance when you rollover the the ‘pull up bar’ options. So the user can see where they are located and where the change will happen.

    Thank you. Yeah, we had a version with highlighting and annotations (I even later added some fancy camera switches to maximize the annotation visibility), but client didn’t follow through with it, so it didn’t end up in the final version.

    • This reply was modified 9 months, 1 week ago by saranjivac.
    • This reply was modified 9 months, 1 week ago by saranjivac.
    • This reply was modified 9 months, 1 week ago by saranjivac.
    • This reply was modified 9 months, 1 week ago by saranjivac.
    in reply to: How to make annotation text box always visible? #60897
    saranjivac
    Customer

    I think I will format the initial annotation box to be closer to the text box instead. Something like this.

    I will have to adjust the hight depending on the individual annotation amount of text but oh well.

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    in reply to: How to make annotation text box always visible? #60887
    saranjivac
    Customer

    How do I do that?

    Or rather, how do I link it to follow the 3D object around the scene.

    in reply to: How to make annotation text box always visible? #60883
    saranjivac
    Customer

    I tried this, but doesn’t work unfortunately even tho it looks like it should to me.

    The annotation is shown but the text box isn’t.

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    saranjivac
    Customer

    I figured it out, this seems to work, and explains why the variables weren’t HTML elements.

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    in reply to: Verge3D 4.2 pre2 available! #57079
    saranjivac
    Customer

    The woocommerce wordpress plugin does not seem to work on mobile on your fidget spinner demo.

    Do you have plans to implement this feature?

    I was more then half way into a project when I realized this, and over 90% of the users view websites from their phones these days.

    in reply to: Need Help with Verge3D and WooCommerce #55757
    saranjivac
    Customer

    Hi, I have a question regarding WooCommerce.

    Is there a way to forward the user selection with puzzles without using the woocommerce UI?

    So I would like to create my own custom UI, and forward what the user selected to woocommerce so it can determine the price etc.

    In the fidget spinner YT video, the ugly dropdown menu from woocommerce was used which I am trying to avoid.

    saranjivac
    Customer

    You would have to use the ‘Send Data’ puzzle to make a request from the Webflow API, and in the ‘once ready’ slot have some way of interpreting the response using the ‘Loaded Data’ puzzle, but that is just a starting point. Frankly if you figure it out I’d love to see how you do it.

    Thanks for the reply, that’s a starting point at least. I just wish stuff like this was made easier in Verge3D instead of focusing on new features that most of us will never use.

    There is so many ideas I have for Verge3D but most of the times I just end up hitting walls and having to do a poor man’s workarounds, or just scrap the idea all together.

Viewing 15 posts - 1 through 15 (of 23 total)