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2020-11-12 at 1:55 pm in reply to: Flipped normals and wrong materials Assignments in Verge3D #35287vkleinCustomer
Ok,
now only a few objects and a camerahttps://download.mediaprojekt.eu/index.php/s/EJH9T9EGoCCiM2B
First problem:
wrong (multi)material allocation on the outer shells (look at the red material in 3dsmax and where it lands in Verge)Second problem:
Look at the crisp reflection on the sides (wrong material landing on them), what the heck is the grey sphere in the reflections?I’ve fixed the normals problem, 3dsmax made some strange things with extrusions.
2020-11-12 at 9:59 am in reply to: Flipped normals and wrong materials Assignments in Verge3D #35265vkleinCustomerSure,
first a screenshot from Verge after Sneak peak in browser(Chrome):
https://download.mediaprojekt.eu/index.php/s/M24BTHfBgCY3JS2screenshot M=wrong (multi)material, N = flipped normals
here the 3dsmax 2021 scene with enough assets to see the problems:
https://download.mediaprojekt.eu/index.php/s/BeKBjPgXJ7nAGbRthe scene is not finally optimized, I’ve encountered the mentioned problems and halted work on this. On the upper profile I’ve collapsed the aluminium and plastic profile together from their extruded spline state, trying to solve the problems, the flipped normals and wrong (multi)materials occured on other places thereafter.
vkleinCustomerGoing over the HTML “on event on click” is the key. THANKS a lot.
Hiding the annotation-box is much easier, simply don’t put an annotation text under “with”.
vkleinCustomerSecond that, smooth / dampened camera navigation would be tight.
Perhaps an enhanced “animate param” over multiple (more than start / end) key-points interpolation node would be fantastic, usable for cameras and anything else. If you need to smoothly move cameras through a scene avoiding objects even a midpoint on the path is extremely helpful. Like current position —> midpoint (known non blocked space) –> endpoint.
vkleinCustomerHi,
After a new scene is appended, it becomes possible to select objects from it by using the standard selector puzzle.
Yes, but after appending multiple scenes I may have multiple instances of the file loaded so simply using the object name will give me multiple selections from different files.
vkleinCustomerIs there a way to access sub-objects of the imported scene? like using the text “Scene2/Object13” or something else?
Bonus thoughts:
Importing puzzle code together with the appended scene would be awesome too. With a checkbox to ignore the code on purpose. I know the puzzles aren’t bound to the gltf scene specifically, perhaps the ability to import an additional code file.vkleinCustomerDoesn’t iOs have this global annoying restriction to only play videos in HTML upon user agreement (click)? I’m wondering they are automatically playing (despite delay) at all.
vkleinCustomerGlorious, thanks a lot. Please document this features more, everybody needs to know about it. Two very useful features for any modular project.
vkleinCustomerI told Deadline to ignore missing DLLs for the 3dsmax file to solve this particular issue. Please find a solution because this setting is off for very good reasons.
vkleinCustomerThe renderer is VRay Next, distributed over Deadline.
Are you sure the “Scripted plugin Class: V3DExporterSettingsData” error are the Verge3D object properties? Sounds more like the object-less Verge3D exporter settings to me.EDIT:
Using Utilities->MaxScript->Verge3D->Remove Verge3D Params to remove all custom Verge3D params didn’t helped. Files are still not loading. V3D Exporter properties?vkleinCustomerAlso there no way to install Verge to just specific 3ds versions it’s installing itself into all of them.
vkleinCustomerYes, but the hierarchy must exist and the name of the object must be known. Both work almost entirely only with hand crafted glbt/glb files. I will have files incoming from CAD converts passed on by a CM system with arbitrary names and hierarchy. I’m developing a visualization tool for industrial machines based on about 3-6 modules stuck together to represent the actual custom machine from the bazillion combinations possible. Everything is in place, performance with multiple loaded modules (the customer converts them himself, we gave him tools for this) is very good (kudos to Verge3D) only append of the modules is still a logistical problem.
Could we have an option on the “append scene” to automatically create a group including all the new files hierarchy? named like the file.
Also I have a problem with duplicate modules, till the same .glb file can’t be loaded multiple times I need to clone the content of the first import and here the same problem occurs: I need a clear selection of the content.
vkleinCustomerThe library thing is “Not great, not terrible”, yes it work, thanks for the info.
vkleinCustomerbrilliant and easy, thanks !
2020-02-03 at 4:39 pm in reply to: Load ONLY specific Objects or Collections with Apend Scene? #23245vkleinCustomer@GlifTek, my technique is similar to @jem ‘s but even simpler. I’m using 3dsmax and have made a script which export every top object-group(s) (no parents, only children) of the selection into a separate file with the name of the group. Simple group together what should go into one file, select all groups you want to export and click a button. My script can export to multiple file formats (every one is a button), the exportpath is saved with the max-file and the option to move the groups to scene origin prior to export and back after. So you can array the groups next to each other work on them and on export they land on 0,0,0.
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