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xeonCustomer
Hi there…after reviewing the file you will find the problem in your shader nodes.
Although the Voronoi Texture is supported its really only has limited support. You happen to be using two things within that node that are not supported. You are using “4D” and “W” you will have to change to settings to 3D which will eliminate the “W”. You can read more about this here: https://www.soft8soft.com/docs/manual/en/blender/Shader-Nodes-Reference.html#Voronoi_TextureWith respect to uploading zip files. The V3D App Manager supports uploading zip files to the soft8soft CDN. You can find more info on this here: https://www.soft8soft.com/docs/manual/en/introduction/App-Manager.html#exporting_applications
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerHappy to help….don’t see a link for the project file or blend file.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerCan you provide your project file wit the texture….or at least the shader nodes that we can look at?
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerMore specifically are you using the WebXR app from Mozilla on your IOS device to test?
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerSounds like your problem is isolated to iOS is this correct? Are you using XRviewer to test or something else?
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerTo provide help it would be helpful to know what devices you are wanting your application to run on? Android, iPhone, other?
Can you post the code you are using to move a leg? Or code you have tried?The process for AR is very similar to a standard web implantation if you are using Android or XRviewer on iOS. If exporting to USDZ that’s a different issue.
When you export a model the individual meshes will be separate unless you have told your 3D app to join them first or if you have the verge 3D plug-in settings to optimize the meshes.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerIf you scene is optimized and your puzzle logic is clean and memory controlled (no infinite loops) your use of procedures will not affect your FPS in any meaningful way. However if your puzzle structure is created with a lot of open or free floating puzzles, then grouping them would be helpful. I personally do not let any puzzles exist outside of a procedure except for my initialization set of puzzles. This ensures I am controlling the flow of execution vs letting the position of the puzzles determine the execution order. In doing this I have always been able to get FPS of 60 after loading in to memory. Based on your code examples for your project you are going to have a tough time keeping a high FPS because you are using more than one “every frame” puzzles and its questionable whether all the things being requested can be completed in less than 1/60 of a second. It probably takes longer….thus limiting your FPS.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-12-31 at 7:20 pm in reply to: Morph Factors – dynamic Health/HP limiting health restored to health bar frame #79613xeonCustomerYou may want to try using the Clamp puzzle. If you have two morph values A and B and B is to always be less than A and assuming they have the same morph value ranges (0 to 1) then you can just use the clamp puzzle to ensure the B morph value is less than the A value minus. 0.1 but will allow it to be any value between 0 and .9.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-12-31 at 6:38 pm in reply to: Morph Factors – dynamic Health/HP limiting health restored to health bar frame #79611xeonCustomerYou will need to validate that the conditions of your logic are actually occurring?
I suggest adding some simple print to console statements for each condition so you can validate if the conditions you are testing are firing as expected.
Values from the getmorph puzzle is a “number” so you can do what ever math you want to it and stick it back into a setmorph puzzle.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerI believe there are unique purposes for procedures that require them to not be “connectable”. The procedure calls are connectable.
Could you give an example why you feel this would be beneficial? I don’t see how FPS is affected unless your puzzles inside the procedures are written in such away that your logic is causing a slowdown. Same with memory consumption.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerI try to provide information when I can at xeons3dlab.com
There are tutorial links in the forum that may also be helpful.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerGeometry nodes are not supported. Use a track to or similar constraint instead to make object face camera
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerand what is going to cause the move? Do you want their position to be updated based on the cube position? Do you want them to move continously regardlesss of keyboard press? Need more info.
are there limits:
Can a clone overtake the position of a sphere ahead of it?
Can it collide with the cube?
Can it overshoot the cube?
Can it go backwards?- This reply was modified 4 weeks ago by xeon.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomercan you elaborate on what you are wanting the experience to do.
You can move the cube around…what is supposed to happen and when?
If the cube and a blue sphere intersect the blue sphere disappears…. whats are you wanting this to do?
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerThe Follow Path Constraint requires threeparts:
1. Adding the Follow Path Constraint to the object
2. Assigning the object to the desired path curve
3. Animating the curve Path Animation – Evaluation Time.In many cases its this last step that is missing. It will work in Blender without this last step but its needed for it to work in Verge3D.
In Blender select the path/curve and open the Object Data Properties, select Path Animation (this should be checked). Select the desired frames you want the object to complete the path animation in and enter it into the Frames Field. Next select the start frame in you timeline and set an Evaluation Time… (typically 0 for start) and then change frames to the end frame location and select the Evaluation Time you need and set a keyframe. Export to V3D and all should work.
In some cases the blend file will not allow you to add a keyframe the Evaluation Time. In these case right click on the Evaluation Time field and Clear Keyframes….this will then allow you to create new keyframes.
Hope this helps.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com -
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