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xeon

Forum Replies Created

Viewing 15 posts - 151 through 165 (of 1,333 total)
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  • in reply to: 2D, dynamic blender scene to webpage #76877
    xeon
    Customer

    I dont see an image attached.

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

    xeon
    Customer

    All I have are guesses right now….
    I would check to make sure your dictionary and associated data are lined up for the expected object…meaning there isn’t something unexpected in the data field. If there was it would explain the “undefined”

    You may want to turn of the Verge3d setting “Optimize Mesh Attributes”, a source of your clone object may be getting merged with another object causing the object name to be different than expected.

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

    in reply to: Puzzle “animateParam” bug? #76732
    xeon
    Customer

    Hi there,
    I believe based on your puzzles, you would be better off with a different approach. When you have an existing animation created you will want to trigger an event at a specific frame I would recommend using the “on animation frame” puzzle.
    https://www.soft8soft.com/docs/manual/en/puzzles/Animation.html#on_animation_frame_do

    My suggestion regarding the animate paramter puzzle is to use it for things that are not already keyframed that you are intending to animate via puzzles.

    Keep in mind that you can animate things in Blender and although they share the same timeline in blender, you can initiate them on different timelines in Verge3D.

    As an example you have a person swinging a bat. This can be animation 1 that runs from frame 0 to 100. You can have a ball that is traveling through the air towards the stick frame 0 to 30 (animation 2). You can trigger the ball to animate in a loop…and then have the bat swing based on a specific frame, user event, etc…without having to use the animate parameter puzzle. This way all your animations are easily triggered and played back based on your needs by frame number and timing without issues or hiccups.

    • This reply was modified 6 months ago by xeon.

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

    in reply to: Puzzle “animateParam” bug? #76726
    xeon
    Customer

    Have you tested your theory?

    Create a simple animation. Create a play animation puzzle to stop its playback after reaching a specific frame. Conduct your next animation and see what happens. You can do this with a simple text cube project….animated the cube in a given direction over a set number of frames.
    Then create a v3d project. Use the play animation puzzle and select your cube animation.
    Then create another puzzle like animate parameter and conduct another animation operation on it.

    If the animate parameter animation doesnt affect the position of the animation controlled in your keyframes…it should work very well and allow you to end your new animation sequence in a state that matches the postion in the key framed aniamtion.

    However, if you have a key frame animation and you have to create another anim parameter at specific key frames… you will have to determine if at a specifc frame the key frame animation will stop or not and do you have to resume it when the new animation is done. If the answer is yes…then again you need to make sure your anim parameter aniamtion leaves the cube in the same location you started from so that you don’t get a “skip”.

    Alternatively you could just do all this via key frames. Play animation frame 0-30 and then play animation frames 60-90 then when done go back to playing aniamation frame 0-30 etc.

    There should be no stuttering unless you programmatically or key frame the stutter to ocurr.

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

    in reply to: Verge 3D file stuck at 60% #76725
    xeon
    Customer

    Recommendations to try to solve this problem.

    1. Create a new project and re-export your scene from Max as a Verge3D GLTF and save it to the new project folder and give that a test. If this results in it working it means that some modifications the html, CSS, JS files ocurred – more than likely.

    2. Open Dev Tools in Chrome and provide a screen shot of the console log and the Network tab of the Dev Tools. Be sure you open the Dev tools to the window you are doing your puzzles on. Since the error is happening there…lets see the log.

    3. Check to see if you Init Tab in the Puzzles Window and validate you do not have use compressed assets turned on. I don’t see any in your folder so … it it was on…this would cause a similar issue.

    Post results…we might be able to figure it out.

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

    in reply to: Is it possible to use value sliders with no code? #76709
    xeon
    Customer

    You can get the values of the sliders using the HTML Get Prop Value and the slider HTML ID.
    You can then assign it to a variable or do as need to via puzzles.

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

    in reply to: drag move Armature #76596
    xeon
    Customer

    yup…turning off Camera Panning will solve the problem :-)

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

    in reply to: drag move Armature #76580
    xeon
    Customer

    What V3D settings do you use for your camera?

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

    in reply to: drag move Armature #76576
    xeon
    Customer

    the issue you are going to have to over come is what the ASDW keys do natively vs what you are trying to add to their functionality. ASDW will move the camera by default.
    So if these are the keys that you have to use….another solution would be needed.

    If you are using a First Person Camera….the commands will work after the camera is moved.
    If you are using No Controls on your Camera the command will work instantly
    If you are using Orbit the ASDW keys other than camera seem to be ignored.

    • This reply was modified 6 months, 1 week ago by xeon.

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

    in reply to: drag move Armature #76573
    xeon
    Customer

    Proof of concept.
    Here is a simple key driven project that moves an armature around directly. No object,no empties…etc.

    Demo : H key moves it in the X. J key moves it in the Y
    https://v3d.net/12bo

    Zip file of project with blender file:
    https://v3d.net/12bp

    • This reply was modified 6 months, 1 week ago by xeon.
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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: drag move Armature #76567
    xeon
    Customer

    Can you show you puzzles that you are using?

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

    in reply to: drag move Armature #76563
    xeon
    Customer

    OHHHH….Well. I am sure someone here has a more technical answer for you but the answer is in the details of the question itself.

    aramatures are special objects that can be manipulated by puzzles, moved, rotated, etc but a user can not select them….as they are not visible to users.

    however, if you want a user to interact with an armature I would recommend parenting the armature to an Empty or an object and then moving it around that way.

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

    xeon
    Customer

    You will find that many of your presets / settings from 4.1 will need to be updated manually in 4.2.

    In you 4.1 file check your cameras clipping distances, record them. Then in. 4.2 check them and set the to what you had in. 4.1. You may have to do this for your view port cameras too.

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

    in reply to: how to use a html slider in puzzles #76513
    xeon
    Customer

    Ok…so attached is a image that will help you with what you need and get it working. What I mean by that is the information will appear in the console and it should move the associated objects in the list.

    The issue is how you have laid out the puzzles. In your example the print to console commands are outside of the event input puzzles…so it will only give you the value at the start of the applicaiton. To make it give you the data you need it has to be inside the event input puzzle. This also is true for the set object position puzzles. They currently do not have any reason to execute other than on initial load.

    Hope this helps.

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

    in reply to: how to use a html slider in puzzles #76503
    xeon
    Customer

    Any chance you can share your project ?

    1. Does the slider appear when you test your app?
    2. Is the html slider apart of the project html or another page?
    3. Are you implementing this in an ifarme and your slider is in the main page housing your iframe?
    4. Where in your puzzles did you put the print console puzzle? Is it after your set variable?

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

Viewing 15 posts - 151 through 165 (of 1,333 total)