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2024-06-17 at 7:58 pm in reply to: Dynamically-created object name in the “when clicked” puzzle #74916xeonCustomer
Since you are using the “all objects” puzzle…you will want to validate the user has not clicked on something else other than the required objects. In my example below I am assuming;
the original objects name has the word “bar” in its name and that no other objects in your scene have the word “bar” in their name. If so this will work.Because their could be other objects in your scene that are not clones…any object you click on will return the name of the clicked object. This may or may not be what you want. So this logic ensures only the objects with names with the word “bar” in them will execute your command to print to console.
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Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-06-17 at 4:32 am in reply to: Dynamically-created object name in the “when clicked” puzzle #74894xeonCustomerNo problem… glad I can help. This forum has helped me so much it’s the least I can do. I am still learning too.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerYes.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-06-16 at 11:56 pm in reply to: Dynamically-created object name in the “when clicked” puzzle #74891xeonCustomerYou may find this helpful.
https://www.soft8soft.com/docs/manual/en/puzzles/Events.html#picked_object
Best when used with when click and all objects. You can create a if statement to insure the object name suffix is correct then take action
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerWell since I am chillin with a drink in my hand and nobody has responded I thought I would drop a line or two.
It’s a great demo of webgl/threejs.
Can you do this in Verge3d to the same level of interactivity and quality – sure you just need to know JS and threeJS and understand the principals to the level the author of the demo knows and you are set.
Alternatively you can hire a dev that has that skill set but it will be expensive.
A inexpensive alternative would be to fake it.
The map you use for creating water surface normals can be modified to use as caustics. Animating the material over time will produce a quasi similar effect.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-06-16 at 11:24 pm in reply to: Blender Glass Shader doesn’t support Transparency in Verge 3d #74888xeonCustomerI would recommend taking a look at the glass materials in the scooter demo and then use those learning to create your own.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerI should clarify… this can be done using just 3D objects including a 3D object for the line. I am trying to see if a line (HTML) can be drawn between two moving 3D objects.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerNot to mention the Z up orientation should change when detecting a wall….but totally agree not usable.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerto change a color of an object in V3D there are a few options:
You can assign the object a new material.
You can assign the object a new texture.
You can use a value node in your shader and adjust the value node via puzzles.
You can use a mix shader node and value shader that influences the factor of the mix shader node.There are other ways…too…just the way you were going about it wasn’t going to work.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerAs KDV has stated, V3D native AR is best suited for things on the floor or horizontal surface.
If you have the resources (tech and financial) to build native AR apps you would have a better chance to an elegant solution that provides the ability to recognize non horizontal Z up surfaces and orientations more accurately.
Using V3D you could still place objects on the ceiling by placing the origin point of the object in your scene on the floor and the object above it by 8 feet or so…and providing a positioning tool within your app to allow the user to raise or lower the object. Clunky but dooable. Not a great user experience but simple.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerPutting them in the animation tab because of Max puts them there? Disagree with the logic of doing anything because Max does something. Not putting them in the Object group because its too big…means we need a new method to organize and select puzzles as this problem will continue to occur. Perhaps an A for add key that will bring up a search box for that you can type in the name of the puzzle or similar and dont have to go hunting for it….like Blender? LOL.
Ok… I jest. But regardless fix the docs so the puzzles are the right color for the group you put them in. They are gray puzzles right now and had me looking in the wrong place.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerYup…they are there…I was looking in physics puzzles since the puzzles in the doc are gray.
Seems the docs are just out of date….thank youXeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerSo just to clarify… prerelease are not a continuation from the last stable version…. They can and do have potentially have missing functionality????
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-06-06 at 3:43 pm in reply to: 3ds Max vs Blender Comparability(Features, Performance) with Verge 3d #74595xeonCustomerI am sure you already know this but you will not be able to use the models that are natively exported by PDMS or Autodesk Plant in WebGL / Verge3d without significant model optimization. The models these applications create are good for their original purpose but are way too large for an interactive app (.exe) or use in a browser.
I strongly suggest you take a look at your triangle count. The recommended scene size is 500,000 triangles. If you are going to use lights it the recommended count is reduced. In practice for desktop browser applications you can get upwards to 1,500,000 triangles and still be very performant if you are careful. If you are going to release it as an executable, then 25,000,000 triangles is possible with careful optimization.
There are many FBX importing into Blender works very well. If you are having issues opening large files, export the file into smaller chunks, optimize that in blender save that as file 1 and repeat until you have optimized all the parts then append all your optimized files to have a usable file.
As far as formats go…there are a number of file conversion programs available.
Here is an example: https://www.okino.com/default.htmHowever, model optimization when starting with CAD sources can take much longer than creating the entire interactive. Often times, a good modeler can use the CAD file as reference and just create far lower triangle count game level assets. Other times simple tools like decimate in side blender can do the trick. Depends on your needs.
Good luck.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-06-04 at 4:29 am in reply to: 3ds Max vs Blender Comparability(Features, Performance) with Verge 3d #74527xeonCustomerYuri makes some good points, but it depends on other factors too. If you are a freelancer, why pay for 3D software you don’t need. Max is $1875 per year per seat in the US. Blender is free. If you are a business owner…. 10 seats of max $18,750 per year….when it could be zero for the same output? No brainer there. As a freelancer you also have to consider profit vs expenses…need to hire a freelancer to help you out on your project….Maya and Max artist will cost more than a Blender artists because of the cost they have to pay to keep their software up…not necessarily because their work is or isn’t any better.
If you are a 3D artists already, making the switch to Blender is simple and free too…lots free online tutorials. Once you get the basics of it you are on your way.
However, if your current pipeline is Max or Maya, making the switch can seem daunting but you are about about to enter V3D in which you will need to rely on tutorials and this forum at least in the beginning.
Just take a look at the number of threads and the frequency of the threads between Max, Maya and Blender. The frequency of Blender threads is far beyond the other two combined…and the frequency and wait time for someone to provide a response is much shorter on the Blender side. Some of this difference is due to the maturity of the blender version but just roll back a few days/weeks or months and you will see the biggest reason to go the Blender route.
I am a Max, Maya and Blender artists / producer and for V3D projects our v3d teams are strictly Blender. The reason isn’t just the money its also the ability to know you can migrate your older files forward to any version of Blender. If you have clients that stick around for years this is a game changer.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
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