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2025-01-10 at 8:38 am in reply to: Morph Factors – dynamic Health/HP limiting health restored to health bar frame #79761
xeon
CustomerPerhaps if you have a storyboard that explains what you need. Health bars in most games have a set size and the thing that changes is the range amount. As an example at level 1 the health bar might be 0-100 while at level two the bar values might be 0-200 but the bars dimensions do not change only the values. Is this what you are wanting? Do you have a storyboard you can share ?
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2025-01-10 at 6:22 am in reply to: Morph Factors – dynamic Health/HP limiting health restored to health bar frame #79757xeon
CustomerHere is a simple example of a health bar using Shape Keys.
https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:f2f27a4091/x3l_healthbar.zip
Blend file included.There are two cubes – left and right. Clicking on the left cube simulates something that would deduct from health…..the right cube simulates and input that would add to the health.
Hope this helps.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerWhat do you see as the quality difference? Is it the reflection maps, lighting, the bloom, the modeling?
From what I see the three js version has a higher mesh density gem, higher bloom setting, different lighting and a different reflection map. Other than that… I would think you could get these same results in V3D.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerHi 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.comxeon
CustomerHappy 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.comxeon
CustomerCan 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.comxeon
CustomerMore 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.comxeon
CustomerSounds 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.comxeon
CustomerTo 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.comxeon
CustomerIf 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 #79613xeon
CustomerYou 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 #79611xeon
CustomerYou 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.comxeon
CustomerI 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.comxeon
CustomerI 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.comxeon
CustomerGeometry 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.com -
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