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xeon

Forum Replies Created

Viewing 15 posts - 91 through 105 (of 1,267 total)
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  • in reply to: drag move Armature #76596
    xeon
    Customer

    yup…turning off Camera Panning will solve the problem :-)

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

    in reply to: drag move Armature #76580
    xeon
    Customer

    What V3D settings do you use for your camera?

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

    in reply to: drag move Armature #76576
    xeon
    Customer

    the issue you are going to have to over come is what the ASDW keys do natively vs what you are trying to add to their functionality. ASDW will move the camera by default.
    So if these are the keys that you have to use….another solution would be needed.

    If you are using a First Person Camera….the commands will work after the camera is moved.
    If you are using No Controls on your Camera the command will work instantly
    If you are using Orbit the ASDW keys other than camera seem to be ignored.

    • This reply was modified 3 months, 1 week ago by xeon.

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

    in reply to: drag move Armature #76573
    xeon
    Customer

    Proof of concept.
    Here is a simple key driven project that moves an armature around directly. No object,no empties…etc.

    Demo : H key moves it in the X. J key moves it in the Y
    https://v3d.net/12bo

    Zip file of project with blender file:
    https://v3d.net/12bp

    • This reply was modified 3 months, 1 week ago by xeon.
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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: drag move Armature #76567
    xeon
    Customer

    Can you show you puzzles that you are using?

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

    in reply to: drag move Armature #76563
    xeon
    Customer

    OHHHH….Well. I am sure someone here has a more technical answer for you but the answer is in the details of the question itself.

    aramatures are special objects that can be manipulated by puzzles, moved, rotated, etc but a user can not select them….as they are not visible to users.

    however, if you want a user to interact with an armature I would recommend parenting the armature to an Empty or an object and then moving it around that way.

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

    xeon
    Customer

    You will find that many of your presets / settings from 4.1 will need to be updated manually in 4.2.

    In you 4.1 file check your cameras clipping distances, record them. Then in. 4.2 check them and set the to what you had in. 4.1. You may have to do this for your view port cameras too.

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

    in reply to: how to use a html slider in puzzles #76513
    xeon
    Customer

    Ok…so attached is a image that will help you with what you need and get it working. What I mean by that is the information will appear in the console and it should move the associated objects in the list.

    The issue is how you have laid out the puzzles. In your example the print to console commands are outside of the event input puzzles…so it will only give you the value at the start of the applicaiton. To make it give you the data you need it has to be inside the event input puzzle. This also is true for the set object position puzzles. They currently do not have any reason to execute other than on initial load.

    Hope this helps.

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

    in reply to: how to use a html slider in puzzles #76503
    xeon
    Customer

    Any chance you can share your project ?

    1. Does the slider appear when you test your app?
    2. Is the html slider apart of the project html or another page?
    3. Are you implementing this in an ifarme and your slider is in the main page housing your iframe?
    4. Where in your puzzles did you put the print console puzzle? Is it after your set variable?

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

    in reply to: how to use a html slider in puzzles #76499
    xeon
    Customer

    I think you will find you have created a slider…you can validate that by looking at the HTML and sliding the slider. You can also validate the input is updating your variable by using print to console using your variable and watch the values change as you use the slider.

    If you want to see the effects more directly you could use a Set Cube Rotation and then assign the variable to one of the three axis and then when you move the slider it will rotate the cube.

    And perhaps you have done all this…but from what I can see it should be working

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

    in reply to: Suggestion: Lighting presets #76495
    xeon
    Customer

    Hi there,

    I think lighting and of course shadows can make a break a specific projects that heavily rely on lighting. Using physical lights have a significant performance hit that many projects cant afford and in those situations, baked AO, shadows and lights are more performant but there are situations where physical lighting just has to be used and in those situations I have found that Blenders standard lighting techniques and methods work quite well….with the notable exception being shadows. If I recall the V3D asset store has a free demo called the Tea Ceremony, that might be helpful. Soft8Soft often references the Scooter demo as a preferred way of lighting that may be helpful too.

    I have often thought of a tutorial on shadows but I find there is no general rule that I find common to all projects with respect to dialing in good lighting / shadows. The lighting and shadows are always based on light proximity, and other details unique to a scene.

    However the basic lighting principals that you can find many tutorials on youtube for blender will work in V3D…you will just need to refine the Verge3d Settings for things like blur radius, ESM bias, Shadow Filtering, Map side, cube size, cascade size, high bit depth, soft shadows, light threshold,.etc not to mention light position and intensity. All of these things vary with the version of Blender and Version of V3D you may be using.

    Blender has some plug-ins for 3 point lighting that will generate and allow you to easily modify the settings and it will output properly for V3D.

    If you have a scene you are trying to replicate or an image that shows the look you are trying to achieve, share it / post it and people on here might be able to guide you to a quick solution.

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

    in reply to: Comparing verge3d for blender, maya and max #76482
    xeon
    Customer

    If you are trying to decide which 3D platform to learn and or develop V3D on, I recommend Blender. It’s free which is great but why pay for tools that can produce the same result. Lastly look at the activity and number of threads in the Verge3d blender section vs Maya and Max. The blender community is far more active on the Verge3d forum.

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

    xeon
    Customer

    Depending on which version of blender and V3D you have updated from to 4.7.1 your shapekeys targets and may need to be redefined.

    I would suggest testing if that your issue.

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

    in reply to: 4.7.1 Update and Principled BSDF errors #76420
    xeon
    Customer

    Depending on the previous version of blender you originally created your scene in the BSDF shader node may be incompatible. You will find the 4.2 BSDF is completely different. You will probably need to update your shader nodes on your scene by replacing the old BSDF nodes with the new version. I suggest looking at the other nodes and change logs to see if you need to update anything else.

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

    in reply to: App slowdown when hiding/showing lights #76357
    xeon
    Customer

    Lights are expensive when it comes to performance. They impact redraws, triangle counts, shadow maps… and overall costly. They require lots of calculations when turned on and off. To avoid this…you may want to bake your shadows and and lights and just control lights on and off with texture changes rather than physical lights far more performant.

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

Viewing 15 posts - 91 through 105 (of 1,267 total)