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2022-11-10 at 6:56 am in reply to: How do you make an Annotation origin be in the center of the Annotation? #57250vernCustomer
Yes, exactly. I didn’t mention subtracting the width just wanted to make sure I had the idea correct with accessing the individual annotation property.
Thank you!! I’ll try it out today.
2022-11-09 at 10:46 pm in reply to: How do you make an Annotation origin be in the center of the Annotation? #57242vernCustomerSince every annotation is a different size I would just use its ID, get the width and make the margin-left that width / 2. That should work right?
vernCustomerThank you Mikhail!!
vernCustomerIs this video still available somewhere? It says ‘video not available’ on YouTube.
vernCustomerVery cool indeed!! Nicely done!
vernCustomerYeah, unfortunately that is the structure that Apple put in place to detect when an app has AR capability. So there’s currently no way around having that structure until they change it in the future hopefully.
I attached a sample object that has morph targets from 3DS Max for you to test with your plugin. The sample is only using 3 morph targets. I mainly just want to see if it works in iOS AR after changing the morph targets.
vernCustomerYes, I will definitely send an attached sample for you to check as soon as I get the chance for sure.
vernCustomerAwesome I see you have full support for blend shapes!!
Would this work if the model was exported from 3DS Max using morph targets?vernCustomerVery cool! @kdv77kdv
I also created a proprietary coded solution in Verge3D and that makes it so that fully configured/modified models/scenes will open and show correctly in AR for iOS the first time with a single button click, even on large models.
The key is to take the time it takes to download the USDZ file and times that by a factor of say 1-2 seconds. This is the amount of time to wait before triggering the ‘ar’ button click so that it will always work regardless of model size, and it’s efficient.
vernCustomerThat’s awesome that you made a solution to start!
I plan on creating a solution to be able to use unlimited morph targets/blend shapes in the near future because most of my projects need several on each scene.
vernCustomerLook inside of your app’s visual_logic.js file.
vernCustomerYeah. I could create a solution through code for this so that morphed objects come through to be correctly shown in AR for iOS (Quick Look like you mentioned). I have a project that I’m working on that I want to get done first though.
I was hoping there’d be an easy solution. :/
vernCustomerAlso this issue should only affect iOS, Android AR should work great with morph targets.
It would be awesome if there’s an easy fix that we just haven’t seen just yet.vernCustomerYeah I hope they see this forum thread and reply to it too. :)
It looks like something I could make a solution for but would need to be through code. It’s something I will look into once I free up some time from my current projects.vernCustomerI’m using 3DS Max 2022 and Verge3D 4.0.0 pre5.
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