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Will WelkerCustomer
This is cool.
Opening up the vast array of existing three.js features is an important part of Verge3D.Will WelkerCustomerAh, that makes more sense now.
Will WelkerCustomerDynamic loading with Puzzles
Will WelkerCustomerI noticed this as well.
From the release note:The Puzzles editor is now linked directly to your application and not to the stock player. This way you can now add JS code to your apps hassle-free and use Puzzles at the same time. Particularly, you can properly implement interaction between code and Puzzles via External Interface. The corresponding demo app was updated to reflect these changes.
This seems to indicate that Puzzles should be usable for custom applications.
I noticed that in the applications directory, I could copy the custom_call folder and save it under a new name. It would then appear in the App Manager with Puzzles enabled. (maybe a short term work-around)Will WelkerCustomerHi jem,
It looks like the little camera icon in the Outliner can hide the object. In the normal render engines this would prevent rendering I believe.
Will WelkerCustomerYou can enter HTML for a link in the Annotations block.
I think the label (A) still needs to have its text box expanded if you enter a longer tag name.Will WelkerCustomerThis is a huge update
Puzzles logic ability is growing fast.
Outline setup is a breeze.
Annotation set up works great. You can make empties that export into your scene and assign your annotation to the empty. They show up at the origin point of what ever object you assign them to.Will WelkerCustomerThe three.js engine is already included in your Verge3D app. One of the issues on my list to understand is how to implement three.js code into the Verge3D architecture. Three.js examples do all of their initializing operations as part of the example. In Verge3D, all that initializing is already done. So eventually I need to learn where to delineate the three.js examples and cut out the initialization parts that are already included within a Verge3D app.
Will WelkerCustomerThere is a long list of fixes and upgrades going on. They will probably get the sky texture working soon. But in the meantime, here is a skybox object that is just a UV sphere. You can just change the image texture to what you want. It is set to ‘unselectable’ in the outliner.
https://www.dropbox.com/s/smeoy6d1dy7rv0n/sky-sphere.blend?dl=0
Will WelkerCustomerOk, I got it figured out. I think what is confusing about this, is that for an example, the expectation is that it is all complete and working.
Here is an idea to dumb it down a little:
Add three buttons, one for each box, label each on “Call external function.”
When clicked these will call MyJSFunction() from an existing JS file and do a console log: “Called MyJSFunction from External_Call.js.
In this external function, place a call back to the Puzzles “When called from JS” block.
Maybe with a comment in the JS file: //This function calls the Puzzles block OpenCover.
Then, console.log(“Call from MyJSFunction to open the” + which_box + “box”);Or something like that LOL
Anyway, it would go full circle from Puzzles to custom JS and back to Puzzles with full comments and console logs to explain what is happening.Will WelkerCustomerI should add, it happens when clicking the plane.
Will WelkerCustomerStill getting an uncaught error in the ‘External Call” example.
It seems like if I was adding my own functions to call, it should be in External_Call.js, but there is no such file.Will WelkerCustomer
The x, y and z location will be the center target that the camera orbits around. Then you have the min and max distance from that point. Then min degrees (0 would be looking straight up) and max degrees (180 would be looking straight down).Will WelkerCustomerSpleeve,
By chance are you using Chrome on Mac? I have noticed that WebGL in Chrome on a Mac has issues.
Also does the Suzanne model that comes with V3D show up ok?This forum was just recently created so maybe there are still some issues with uploads and attachments. With a new product launch like this, I expect all the devs are pretty busy.
Will WelkerCustomerLots of hard work went into this. I am very impressed with how much has been accomplished in the first release.
I have a Verge3D Introduction up on YouTube. -
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