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xeon

Forum Replies Created

Viewing 15 posts - 31 through 45 (of 1,342 total)
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  • in reply to: app not working like in puzzle #79919
    xeon
    Customer

    Could 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.com

    xeon
    Customer

    Try 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.com

    xeon
    Customer

    One 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.

    • This reply was modified 2 months, 2 weeks ago by xeon.

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

    xeon
    Customer

    When 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.com

    in reply to: Camera object: View changes in Verge3D? #79807
    xeon
    Customer

    This 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.com

    xeon
    Customer

    We 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

    in reply to: Data Monitor #79784
    xeon
    Customer

    I we’ll let me see if I can answer your question based on your provide question.

    It sounds like you need to fix an object to the biotin of your screen. This object you are calling a monitor. You can parent an object to a camera and the n use the fit to camera edge functions. More info here: https://www.soft8soft.com/docs/manual/en/max/Camera.html#fit_to_camera_edge

    If you could provide additional detail about your issue it will be easier to help

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

    in reply to: Data Monitor #79781
    xeon
    Customer

    Use the map range puzzle to associate a data range of 0 to 1 and translate it to 0 to 70 or any other range.

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

    xeon
    Customer

    Well…after re-reading this thread I believe our communication is more the issue than the problem you “might” be having. So let me see if I can try a different form of communication to get us on tract.

    Let start by defining the “The Health Bar” – this would be the white frame, the black background, the grayed out “leds” and the colored leds.

    Lets further define the request as a method of doing this via “shape keys” and math functions that change the values from shape keys to drive the animation of the “Health Bar”.

    I dont believe this is the best approach based on the example you provided. I would suggest using textures to create the “Health Bar” and its animation. I would not recommend using shape keys for this at all.

    However…if your project requires you to use shape keys as you have stated, then the example I provided will work. Note: the health bar does not change shape, it does not grow in dimension at any time in the video you provided. The only activity you see is the health bar led bar indicator increasing and decreasing based on inputs.

    In the sample file, as soon as you max out your health…even if you keep clicking the right cube the health bar doesn’t get any bigger. It will be up to you to take this example and extrapolate to your use case.

    I have updated the example to include a frame and a division so you can see one approach. Again…this would be best achieved with a texture not a mesh.

    I hope this is helpful, if not, I may not be understanding the request…but try this latest version and see if this is the effect.

    https://v3d.net/16tp

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

    xeon
    Customer

    Perhaps 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.com

    xeon
    Customer

    Here 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.com

    in reply to: Next-level quality in webgl #79749
    xeon
    Customer

    What 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.com

    in reply to: Fake caustics #79741
    xeon
    Customer

    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_Texture

    With 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.com

    in reply to: Fake caustics #79714
    xeon
    Customer

    Happy 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.com

    in reply to: Fake caustics #79690
    xeon
    Customer

    Can 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.com

Viewing 15 posts - 31 through 45 (of 1,342 total)