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2025-01-23 at 11:58 pm in reply to: Trigger individual objects’ functions in a list via looping puzzles #79976
xeon
CustomerHi 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.comxeon
CustomerIf 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.comxeon
CustomerOk…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.com2025-01-22 at 5:00 pm in reply to: What could be an easy/fast way to create pipeline growth animation in Blender #79949xeon
CustomerFast / Easy is all based on the skill sets of the individual. Whats easy for one person may not be easy for another so not sure how these suggested methods will rate on the fast/easy scale.
So if you have a straight pipe with no curves/bends…then you could use scale or create a shapekey and animate the shave value.
However if you have curved pipes… the problem can become a tad bit more difficult.
If you pipe has no connectors…more like a bent hose….then you can just use can use a UV map with transparency to run the distance of the pipe. You then assign value to the inputs of the UV map and animate those or drive those with puzzles.
If your pipe has connectors: elbows, T’s, crosses, valves, etc and they are separate objects then you will need a different approach combining UV maps for the complex shapes and scale or shape key or UV maps for the straight parts.
Depending on your situation/needs you could also use a clipping plane .
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerOk….well…could you send me a zip file of your project and blend file.
The other questions I have is why you are not using the Event Puzzles of When Clicked when you are trying to use the object as the clicking point vs. this raycast method you have created? What was the reasoning behind it?
If you send me you project zip with blend file I will provide you some puzzles that will do what you are wanting.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerWell…since this is done in Three.js there are a few options they had in changing the background color. What you can do in V3D is start with a background element. It could be a sphere, a box , a plane… what ever works best in your project. Then just assign a map to that object and control the mixing using value nodes in the shader nodes. You can then control the values by the scroll wheel, drag movement or anything else you can think of.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2025-01-21 at 10:07 pm in reply to: Shape Key set above 0 (at 0.5) causes unwanted black color on faces? #79931xeon
Customerdo both shape key objects share the same color?
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerOne way would be to pass a query string to your V3D app. If you app is launched via a HTML button the query string can be apart of the html that makes this call…in the string you place the price. Your V3D app…can then read the query string, bring in the string value as text and update the 3D text or HTML text inside the V3D app.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerWell your first link is based on Unity…so having to skip that example.
The second link is Gliftek Plugin….and will for $29 you might want to buy it and see if it works for you but it states it only works for V3D: “3.8 pre3 and under.”If you need an ocean that will interact with the hull of your boat then you may have to create an ocean and texture it and create multiple mesh and texture options and then use shape keys to animate the ocean. Otherwise you are limited to an animated texture map.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerCould you provide additional information:
Could we see the puzzles, a link to the project, screen shots, etc.?Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerTry this order of things and see if it helps.
Save your puzzles.
Export your GLTF
Reload your app manager page.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerOne simple way is when download the latest V3D zip file…rename the extracted folder to something like V3D_4_8 after a while you will have a collection of V3D versions. You can then go to preferences and select the version you want to use with the Blender version you want.
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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
CustomerWhen you open the app manager there is a gear icon on the left side. If you click on this it will open a window and at the top of that window it provides you the option to designate a folder. Create the folder you want to associate with the version of the app you are using and thats it.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerThis is a common problem that is commonly solved by adding an empty to the cameras location in blender – call it Cam_Loc. Then add an empty to where you wan the camera to point to …call it Cam_Tar. Then in V3D you should use the “set active camera” puzzle to your camera. Then you can use the object “snap” puzzle and snap the camera to Cam_Loc and then use the Camera Look at puzzle to Cam_Tar and set time to 0. This will ensure you camera in Blender and V3D are the same.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerWe have similar issues. Not saying this a great solution but one we use.
For each update to our system we keep the Blender release in use, the verge3D version and all associated plugins that may have been used. We also make the Application Manager use a specific folder for that version of blender and Verge3d…so there is no accidentaly updating an app.
When a new version of Blender and V3D is ready to use…we install the new B3D add the V3D update and change the App Manager folder. As long as you do this you can keep many concurrent versions of blender and V3D running simultaneously or archive them and have no issues…. or at least none that we have run into yet.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com -
This reply was modified 1 month, 3 weeks ago by
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