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2025-03-30 at 7:15 pm in reply to: How to make Water fill in tank and water level up gradually #80996
xeon
CustomerThis particular type of animation can be done using a sprite sheet. You can use any animation, motion graphic or image editor package you want to create the water animation. You can then use the sprite sheet and animate it in any 3D package supported by V3D. You can use constraints to ensure your sprite map always faces the camera during orbits and camera moves or use multiple intersecting planes.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerPuzzles have an order of execution. Top down left right I believe.
Anyway…your puzzles by themselves are correct.
Move your on Event of click below all your other puzzles and it should work.
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This reply was modified 4 days, 2 hours ago by
xeon.
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This reply was modified 4 days, 2 hours ago by
xeon.
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You must be logged in to view attached files.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2025-03-27 at 3:31 pm in reply to: How to make Water fill in tank and water level up gradually #80941xeon
CustomerCreating water effects can be done but are time consuming and difficult… typically. What methods have you tried already that you have found unsatisfactory?
Can you provide:
A video of the situation you are trying to simulate?
A screen shot of the rendering quality and style your project will use
The device list your project must run on
The maximum limits triangle, redraws this object can take on your scene
How soon do you need it?
How much would you be willing to pay if anything?
With the above … those on this forum might be able to better assist you to find a solution
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
Customergf3d…did you happen to test the various Color Management View Transform options to see if that solved the issues you were having…you probably did but just curious.
Nice LUT solution though.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2025-03-25 at 4:31 am in reply to: step assigned sound overlapping with previous or next steps #80872xeon
CustomerThis may be occurring because the first sound played is not done playing when the second sound is activated. This can happen when sounds are assigned to buttons and the users selects a second button quickly activating a sound before the first is finished causing the sounds to overlap. I am not sure if this is ocurring in your situation but if it might be then you will have to stop the current playing sound and then play the next if you want the second sound to interrupt the first OR… you can have it wait until the first sound is done and then play the second. Typically an interrupt is desired. Prior to playing a second sound, use the stop puzzle to end the playback of the first sound.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerThe method John Sperry uses is a good solution but in the end you will still need to understand HTML (html puzzles) and CSS (css puzzles). If this is problematic or you don’t want to go down this route you can create your own 3D object buttons in 3D space and then hide and show other objects, planes with textures, etc. Those items can have links to other items, links to URLS…etc. Both methods work…both have their specific uses cases.
You will need to define your use case: do you need your app to be responsive, does the text / links need to be live text…etc. That will help you define what method to use.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerI am very confused by this thread.
The puzzle viewport doesnt really care what resolution you are in or how wide screen is..it behaves like any other window in my experience…scale it to size to fit your need.
To view your app. I would suggest closing your camera in the puzzle viewport and opening an chrome window for your application. Go into Developer Tools and toggle your device resolution to match what you need your application to be at..in your case HD Landscape. This will fix the resolution on of the output regardless of your screen resolution or window size.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerThe load/unload demo project utilizes dictionaires, html puzzles and the “scene” tab puzzles. I would suggest trying to recreate the project without the dictionaries and html puzzles first and concentrate on the understanding of the Scene puzzles. You can used a stand in 3D objects as a button to eliminate the HTML issues and then try loading in one GLTF.
The tricky part is that the main scene..will contain all your puzzles for the GLTFs you are ultimately going to load. I typically start my main scene project with the object I need to load inside it until I have Created all the puzzles…validate all the puzzles work then as the last step remove the object i want to load in. This will cause some of your objects puzzles to appear “red”, indicating the object is not in the scene. Dont worry about that since once you load the object…the puzzles will work.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerIs it me… or does the logic seem to be incorrect?
There is a procedure call… named “STEPS with” and it has a variable called HIGHLIGHT that is assigned “animated objects”. Then there is a procedure called :to outline … that has a variable “object to outline”. And another that “disables all” the outlines for all objects. That I assume is being called to turn off the outline.
Without knowing all the details of how these are called and based on what I see the variable Highlight is not used to turn on the outline and /or Animated objects variable is not used to enable the outline…there is a new variable there called Object to Outline that based on these images I cant say if thats the correct assignment or not.
With this said….try a basic file…with a cube…and test whether you highlights work vs it being a logic issue.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerIt sounds like you have to adjust your near and far clipping on your camera but you may also want to check your normals fir the objects that disappear
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This reply was modified 1 month, 2 weeks ago by
xeon.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
Customertake a look here:
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerThis might help.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerYou will need to bake your keyframes for your bones. The rig will not get exported to GLTF…so it requires the bones to have keyframes….baking them will ensure the animation gets to V3D.
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This reply was modified 1 month, 2 weeks ago by
xeon.
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This reply was modified 1 month, 2 weeks ago by
xeon.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
Customeremail me first and I will send an invite. I heading out today..back tomorrow after 10:00 am PST. In the email…let me know timezone you are in and times during the day that would work for you.
You might catch me in the evenings on Discord: Xeons3Dlabs. If you use discord send me a DM and we can go from there if you prefer.
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This reply was modified 1 month, 3 weeks ago by
xeon.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerOk…so here is a new way.
It requires you create an rotation animation of your object in the z axis. Be sure its ease in and out is linear or it will look likes its pausing between rotations. If you make the animation start on frame 0 and end on frame 60 then you can use these puzzles.The button on the right will cause the animation to play back at the set speed (in this case 2). Then each time the user press the right button it will increase the playback speed by +2. If the user press the left button it will subtract from the current speed -2. The plus and minus +/-2 are in the logic puzzles… you only see a 2 number but to the left of each of the 2 numbers is a math symbol of + and the other has a – symbol.
To implemented this disable your other When Clicked R_Right and When Clicked R_left puzzles. and add these.
I have some time now if you want to discuss you can reach me directly at xeons3dlab [at] gmail [dot] com. We can do a Teams, or Google chat
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Route 66 Digital
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