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xeon

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 1,333 total)
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  • in reply to: Verge 3d doesn’t see enabled outline from Blender #80263
    xeon
    Customer

    Is 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.com

    in reply to: Objects Dissappearing When Camera Orbits #80252
    xeon
    Customer

    It 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

    • This reply was modified 3 days, 6 hours ago by xeon.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Object Fade In/Fade Out #80246
    xeon
    Customer

    take a look here:

    Fade-in and Fade-out

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Mixamo Rigged Model Doesnt Move in Verge #80218
    xeon
    Customer

    This might help.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Mixamo Rigged Model Doesnt Move in Verge #80213
    xeon
    Customer

    You 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.

    • This reply was modified 6 days, 1 hour ago by xeon.
    • This reply was modified 6 days, 1 hour ago by xeon.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Rotate and Zoom buttons #80103
    xeon
    Customer

    email 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.

    • This reply was modified 1 week, 4 days ago by xeon.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Rotate and Zoom buttons #80100
    xeon
    Customer

    Ok…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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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Rotate and Zoom buttons #80098
    xeon
    Customer

    I 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.com

    in reply to: Rotate and Zoom buttons #80094
    xeon
    Customer

    well…. 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:
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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Animated Render Button Not Working in Verge Export #80083
    xeon
    Customer

    I 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.com

    in reply to: My 3D Model Dissapeared #80042
    xeon
    Customer

    I 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.com

    in reply to: problem with transparencies in blender #80037
    xeon
    Customer

    You 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

    xeon
    Customer

    Hi c4cc…. hope you have figured this out by now…. your questions are very specific to your puzzle and your own logic flows…making it very hard, at least for me, to dive in and find a quick answer.

    My initial guess is the logic timing….do you have a timing map or visual that shows all the things you have going on with all these time events? Once you start programming based on time..things can get lost, missed etc making it hard to diagnose. Have you added print to console statements within your loops to diagonose whats firing when and if its ocurreing at the right time?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Scenery #79975
    xeon
    Customer

    If the “scene” is a room or box…then the standard Environmental textures using Equiretangular method should work very nicely. If you scene is more out doors and you need a more 360 spherical view…you can try using the mirror ball option.

    When dealing with a product though it is typically better to create your own room or environment as this will provide you the ultimate control in lighting, positioning, refletivity etc.

    There are a number of car configurators done in V3D that you can view in the examples/demos if none of them look like what you are trying to achieve…post an image of what you are trying to have your scene look like and I am sure there will be people on here who can help out.

    Here is a link that might be inspirational: https://www.youtube.com/watch?v=yfA2_fBaR2w

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: app not working like in puzzle #79974
    xeon
    Customer

    Ok…you have what appears to be a shelf system or at least one end of a shelf system. It seems you may be wanting to make it a dynamic shelf layout. You seem to have some conditions for the shelf heights from frames 10-19, 20-30 and then 31-40. Could you provide me some detail as to what you want this to do. The current method will produce some issues so we have to redo it a tad.

    There are two vertical pieces that just scale and then it appears you want shelving to disappear at certain values. Is this based on thickness, shelf height, what logic has to be implemented?

    I am proposing we redo this without bones. Without knowing the detail of your project I think this can be done with just shape keys and some puzzle logic. Please email detail at xeons3dlab [at] gmail [dot].com

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

Viewing 15 posts - 1 through 15 (of 1,333 total)