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vern

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 99 total)
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  • vern
    Customer

    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.

    vern
    Customer

    Since 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?

    in reply to: More on animations #55907
    vern
    Customer

    Thank you Mikhail!!

    in reply to: More on animations #55901
    vern
    Customer

    Is this video still available somewhere? It says ‘video not available’ on YouTube.

    in reply to: AR plugin for iOS #54427
    vern
    Customer

    Very cool indeed!! Nicely done!

    in reply to: AR plugin for iOS #54416
    vern
    Customer

    Yeah, 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.

    in reply to: AR plugin for iOS #54328
    vern
    Customer

    Yes, I will definitely send an attached sample for you to check as soon as I get the chance for sure.

    in reply to: AR plugin for iOS #54298
    vern
    Customer

    Awesome I see you have full support for blend shapes!!
    Would this work if the model was exported from 3DS Max using morph targets?

    in reply to: AR plugin for iOS #54297
    vern
    Customer

    Very 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.

    in reply to: Morph Target shape not sent to AR (iOS) #54296
    vern
    Customer

    That’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.

    in reply to: Get web data back to puzzles #53972
    vern
    Customer

    Look inside of your app’s visual_logic.js file.

    in reply to: Morph Target shape not sent to AR (iOS) #53866
    vern
    Customer

    Yeah. 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. :/

    in reply to: 3D configurator model to AR #53864
    vern
    Customer

    Also 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.

    in reply to: 3D configurator model to AR #53863
    vern
    Customer

    Yeah 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.

    in reply to: Morph Target shape not sent to AR (iOS) #53774
    vern
    Customer

    I’m using 3DS Max 2022 and Verge3D 4.0.0 pre5.

Viewing 15 posts - 1 through 15 (of 99 total)