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vernCustomer
When baking just a standard Physical Material, the ‘.glTF compatible option’ doesn’t stay when the shell material is exported to Verge3d.
How do I fix this?
vernCustomerNo problem!!
Did you see my last reply of how to do it?
vernCustomerYou still can but you can’t use a bitmap for the roughness map material input.
I’m hoping they will tell me another workaround for now.
vernCustomerI was able to bake the 3D map and send the model to Verge3D.
I have the .glTF compatible button checked on the baked material but the option doesn’t come through. So the model is viewable in Verge3D, but not in AR.
Is there a way to fix that?
vernCustomerName your scene objects in your modeling software after their corresponding number.
Then use a ‘find occurrence’ puzzle from Text. Then you can use a ‘for each’ puzzle from Loops to iterate through your list of scene objects to find the correct one.
vernCustomerOk. There’s a way more efficient way, it’s just a little more complicated and deeper.
How are your objects named? (The objects in scene)vernCustomerYou’re very welcome Jezuk! I’m very glad to know it’s working!
vernCustomerI’m very glad to help!
Oh I’m forgetting, you just need to use ‘On Event’ puzzle and pick ‘input’. And then put the ‘get property’ and ‘if’ puzzles in there.vernCustomerOk. So yes, get the value like mentioned before with the ‘get prop’ puzzle, then do ‘if this value = number then show this object’. So you will just have a lot of ‘else if’.
vernCustomerYou just want to get the value from the drop down list when a user selects one of the codes right?
vernCustomerYou just need to use the ‘get prop’ puzzle under the HTML puzzles. Then pick ‘value’. Put the ID name of your HTML element in the element field.
If your drop down list is made in third party software, check the ‘in parent doc’ option as well.vernCustomerOk. Also I noticed that the ‘Check AR’ returned false, but AR still activated in the AR demo.
Also the saved USDZ name, does it matter what it is named?
I’m trying to replicate everything exactly so I can get it to work.
vernCustomerI meant I wanted to see the puzzles that were used to create the ‘Enter Ar’ HTML button for example because it isn’t in there it seems.
I replicated everything that was shown in the AR demo exactly but I just cannot get it to activate AR.
I think the issue has to do with the ‘AR’ button because I can’t tell how it was created exactly.
Any advice would really help.
vernCustomerI’m currently using the 3.8 build. The part that’s confusing is where are the actual puzzles for the buttons that were created in the AR demo so I can see how that was done?
vernCustomerI followed the AR demo and it’s confusing how to setup the link and button for it to work properly. It says AR isn’t available when I run my app on iOS/iPadOS.
The AR demo does work I just can’t get AR to work in my project. Could you explain more on how to set up the export USDZ part a little more please?
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