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xeon
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 2 weeks, 5 days 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 3 weeks, 1 day ago by
xeon.
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This reply was modified 3 weeks, 1 day 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 4 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
Attachments:
You must be logged in to view attached files.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerI normally don’t group them the way I have shown….but the “When Clicked” puzzles are stackable…they have the little divit on the top of their puzzle.
In this particular example….I used a +/- 5 increment. This means that the rotation or position is changed from what is was by 5. You can decrease this value to an number you like…smaller numbers…smoother but requires much more input to move. Often a slider is a better choice but you are not going to have mouse control…so you are stuck with When clicked events.
What you may want to consider is that these buttons do not cause an increment but start and stop a rotation in that direction. This way when you click say the rotate left button..it just starts rotating at given speed of say 1 and then if you click it again .. it goes faster. Using the right button it may slow it down until it stops…and then once it passes the stop point it starts rotating the other way.
To do this you will need a different set of logic. Just curious …why do you believe the user would rather not navigate via the mouse or what the business requirements are that you have to create it this way.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
Customerwell…. here is an option….
Basically a simple cube at position 0,0,0 and then I have created four buttons.
The left and right buttons rotate the cube on the z axis…you can change this or add other buttons or values to change the rotation axis. The top and bottom buttons move the camera in the x-axis. Your axis may vary depending on where you keep your camera. There is one problem with this approach…and thats if you allow the user to control the camera with a mouse then the zoom function in this example will not work well, but since you are trying to do this via buttons only…this will work.Attachments:
You must be logged in to view attached files.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerI have been trying to understand your request based on this statement, “should be in both Verge3D animation and Cycles render”. Which leads to me to my question…why?
If you are trying to have your blender timeline be a linear timeline that when exported to V3D that you use the same frame numbers… then I can imagine why you would want that Render button to work as it would make the blender animations and V3D work seamlessly from a timeline perspective. I personally dont use this sort of approach but wanting it to work that way I can understand the request.
Since you are using Cycles and not EEVEE you are aware of the difference between the shader node requirements, color managment, etc. so an approach you may want to take is to create a shader node that makes the object transparent and animated that using a value node vs using the Render View. This allows you to animated on a linear timeline in Blender and the output can be controlled easily in V3D.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerI would check a few things.
1. Check that your normals are in the correct orientation.
2. Since its been a while its possible some of the shader nodes that you are using are no longer compatible with V3D. Did you update either Blender or the V3D plugin?
3. I would assign the plane a basic material and try exporting that and see if the mesh appears.
4. Check that your material is not set to transparent (blended, clipped or hashed)
5. Uncheck Optimize Mesh attributes in case the object is getting mucked up in the process.
6. Make sure the collection you have the plane in is within one of the Collections that is being exported.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerYou may find that turning on Order-Indep. Transparency will help. Its located in the Render/Render Properties panel under Verge3D Settings.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com -
This reply was modified 2 weeks, 5 days ago by
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