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webCustomer
Did someone manage to get the USDZ export working? I tried it on a scene but the usdz creation doesnt seem to work. I get just a 1kb file. And on a instance running in wordpress it doesnt work at all. Is there something you have to keep in mind with the urls and the webserver?
webCustomerI know about xForm but this destroys the instance. I would like to keep the instancing.
webCustomerHmm, I see. But this is the normal way 3ds Max handle mirrors. So there is no way to workaround this on verge3d side?
webCustomerSure, but you can reproduce it pretty quickly. Take any geometry, create an instance and then mirror that instance with the default settings.
Attached you find the max file and gltf
webCustomerThx for your detailed explanation. I managed to find pretty simple “hack” without two much rewriting.
I moved the “app.run()” from the “app.loadScene()” into the finish callback from the appendScene(). This way the standard preloader waits until the last appendScene is finished. Tiny drawback is that the progress bar doesnt take all the scenes into account, so the bar jumps to start everytime a new scene is loading. But this approach works with minimal effort.
webCustomerI can share the files with you, but sadly not here in public. I will write you a mail.
webCustomerI found a strange bug with version 3.8.
I’ve got two gltfs, one is loading as default and the second is getting loaded via appendScene puzzle.For simplicity I call it gltf01 and gltf02. When I load gltf01 first and then append gltf02. The loading of gltf02 is taking really long, I could see that percentage is rising quickly to 60% and then from 60% to 100% its taking about 1minute. Now comes the really strange part, when I load gtlf02 at first and then append gltf01, its working like it should be. Initial load takes a few seconds and append also.
For testing I switched back to version 3.7.1 and there everything is loading normally, no matter what procedure of loading I choose. So it has something todo with the 3.8 version.
If I can do anything to help you debugging it, just tell me :)
webCustomeryou can use app.camera.setViewOffset(1,1,.5,0,1,1) to introduce a lens shift via javascript.
this function is inherited from threejs, see docs here:
https://threejs.org/docs/#api/en/cameras/PerspectiveCamera.setViewOffsetwe used this to offset our rotation center, which works quite well because it also centers the perspective on the rotation center.
Hey thomas,
sorry havent seen your reply. Thank you for that solution. My “workaround” to that topic is using the “app.camera.filmOffset”. This works great for me. But will give your solution a try.
webCustomerHey Ivan,
thank you very much for the script. Working great for me!Would still love to see that as an extra option in upcoming verge3d versions. Maybe you can consider that for the future
webCustomerPushing that topic again. I’m currently working on a project were I constantly need to update stuff, but without the textures. Cause I have low res versions in the export folder which are getting overwritten every single time I export the gltf.
I would be okay for the moment if there is a max script solution I could use.
webCustomerJust wanted to push that topic again. With all the new upcoming app publishing features the app manager gets more and more attractive to us.
But in order for us to really use it, we would need the possibility to set external folders for the projects (which would point to our local webserver) and also the possibility to define the folder structure. Having all the data just laying in one root direction isnt really good for working properly.
webCustomerHow can we create a clipping plane on runtime? Couldnt find a puzzle or a reference in the verge3d api.
webCustomerBut doesnt the camera look at, centers the target to an object, which means that it will also be centered in the screen?
webCustomerThere is already a discord server with plenty of information and users:
https://discord.gg/vGMAAEDwebCustomerHmm, I never tried to copy textures.
JSON.parse(JSON.stringify(data));
Would also so be my approach, when I need a hard copy of some variables.Think you have to wait for a response from the v3d developers.
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