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Thomas Fabini
Customerwith some small modifications it will work in 4.8.0 too.
Awesome, thanks kdv! I’m getting output from closestPointToPoint() with your modifications.
I only did a quick test running it, hope I’ll be able to get into the details soon.Thomas Fabini
Customerthis code (as is) will work correctly only with 4.9.0pre1. and yes, it’s working.
Hi kdv,
thanks for confirming.
Hope I’ll be able to test it soon…Thomas Fabini
Customerso that code snippet might not work as expected in 4.8
Hi Alexander,
thank you very much for pointing that out – I suspected this might be the case.
I was able to access all the methods but didn’t get past “Infinity” as a result or an shapecast error in the console, depending on the parameters for the closest point calculations. From your snippet I assumed that expected parameters are both Vector3, first with the current position, second one empty for the result.I’d love to test 4.9 pre1, but some other projects are still in production under 4.8.0 – might be risky to switch now. I I’ll try to test 4.9 as soon as possible.
Thomas Fabini
CustomerHere is how we do it. You can use this snippet as a basis for your own puzzle or with “exec script”
Hi Alexander,
Thank you so much for the snippet!
After reading through it, as far as I understand, bounding trees is where the magic happens, and then performing closestPointToPoint to find the closest point on the edge of the collision mesh relative to the current position. That’s awesome, being able to query against the outer bounds of the mesh…Are bounding trees completely supported already in 4.8.0?
I was afraid they would not be available in 4.8.0 (which we’re currently using as a stable production version) but after testing I was able to see the data on my collision mesh and even performing closestPointToPoint() on it. I guess I still have to figure out the correct parameters and the details, but if this works it would really mean a huge improvement for non-physics collisions.I might try to just exec a short part of code with the collision mesh and current position as parameters and feeding the returned vector to the navigation loop.
Thanks for pointing this out and good luck with 4.9!
Thomas Fabini
CustomerHi Yuri,
☞ Auto sliding around an obstacle in first person mode
That specific line gives me that tingly warm and fuzzy feeling
Since we can’t use the first person mode in VR and much more customization is usually required – would you care to elaborate (if possible) on the mechanics you used for the drift along obstacles? If that’s something which could be roughly build with puzzles, the type of navigation used in the VR Demo would greatly benefit from this.
Do you calculate the drift from that simple, flat floor mesh or does it require raycasting toward vertical walls to get the normals and calculate the drift angle?
Thomas Fabini
CustomerHi Yuri,
We decided to not ship the directional cone feature so that to not over-complicate the puzzle.
That makes sense, would be quite a bunch of settings…
Yes, the latest optimizations will across the shader code, not just Principled BDSF.
That. is. awesome. Can’t wait to test it on the Headsets – shaders seem to have by far the biggest impact on performance on those. Far more than geometry or heavy coding in any case.
Thanks!
Thomas Fabini
Customeryou can read position of any vertex from object.geometry.attributes.position
Nice, thanks kdv!
Btw.: Thanks for the hint with the rig, as far as I got with testing, a rig with splineIK constraint and baked animation seems to work far better than shape keys…
Thomas Fabini
CustomerHi Yuri,
thanks for the latest additions and improvements in 4.8!Two things I’m curious about:
Does positional audio support only the omnidirectional spatial sound or the directional sound, too? (setDirectionalCone from the API with inner angle, outer angle and gain).Do the latest shader optimizations affect only the Principled BDSF or the older shader nodes, too (Diffuse, Transparent etc.)?
Regarding positional audio, some of our (VR) projects specifically require directional audio-sources, not only omnidirectional ones, that’s why I’m asking. Now, I’m aware, what makes Verge3D powerful are not lots of very specific features, but the features which benefit most Verge3d users. Even in our projects omnidirectional sound is a constant requirement, while directional sound isn’t… If directional sound isn’t planned for now I will use the available API to implement it.
Thomas Fabini
CustomerUnfortunately, it’s not supported and we have no plans for that.
Hi Mikhail – thank you for clarifying this – I will try the solution with multiple bones and IK, like you and kdv suggested.
Oh wait, hang on… I overread “coding” – is there any information available on that, or which particular part of the api can / could be used? I actually thought of retrieving the world coordinates of a specific vertex from the mesh data (allthough I don’t know if it’s worth performance-wise).
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This reply was modified 4 months, 1 week ago by
Thomas Fabini.
Thomas Fabini
CustomerAlso true… :)
Yeah, I haven’t actually tested bones – it’s about the meshed rope / cable / hose and physics I asked once about – I opted for a simplified approach, shape keys instead of physics.
It’s less fancy than physics but much more stable an controllable. (It’s still madness to set them up, but they work).With bones… I read bendy bones aren’t supported, that would be an awful long IK chain so that the cable bends without seeing the segments or bones. But you are right – if it works, it would solve my problems regarding parenting in an instant! I guess I’ll try that.
See? Your answer was longer than two letters it already helped. :D
Thomas Fabini
CustomerI still admire the concise nature of that answer kdv… and its ability to end discussions.
@Yuri and team: Is vertex parenting something that is maybe considered for future versions?
Or is there maybe a way to read out the position of a single vertex in mesh?I’ve got the situation where I need to track the position of a vertex within a shape key morphed object. Since the interpolation between shape keys is linear, I can replicate the path of a vertex with an animated empty and use its position – but that’s one ugly workaround, and not helpful in matters of performance.
Thomas Fabini
CustomerI’ve checked the mesh, it’s all ok with it. The problem not in depth write and zero faces but because of not sorted faces in trancperency mode.
Thank you very much for testing this, Mikhail.
I’ve tried this now, too, with a similar but clean mesh with no zero faces and the problems with depth sorting are just the same.I’ll try alpha hashed, too – I tried to avoid it, mainly too prevent Quest 2 / 3 performance drops on heavier scenes.
Thomas Fabini
CustomerThank you a lot for taking the time to look into this…
I’ve just sent you a .blend file with the affected mesh from our project.Thomas Fabini
CustomerThose will be available in the first preview of Verge3D 4.8. Stay tuned!
Great news Yuri, thank you very much!
Thomas Fabini
CustomerHi Yuri,
are puzzles for positional audio planned anytime soon?
I get this requirement a lot in projects (but that’s mainly because they are targeted for VR).
So, I couldn’t tell if that many Verge3D users feel the same.I noted recently, that positional audio is already available in the API (which is great!).
If the puzzles would take some time to find there way into a release I would try to use this features through the API directly until then. -
This reply was modified 4 months, 1 week ago by
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