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xeon
CustomerOk…cool…thanks for the clarification. Are you planning on creating a mobile app for each type of device or are you only targeting a specific brand/model? Creating a cordova mobile app build tutorial is easy but the work to create the app so that is responsive and works on various resolutions, ratios etc…thats add complexity….do you need a tutorial that does both?
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-18 at 5:03 am in reply to: Can’t trigger cloning via get distance/transform puzzle when object is moving? #77453xeon
CustomerI believe the logic you have created will not work as you expect.
The if statements in the lower left corner of the puzzles will only execute one time.
If the key events did not ocurr when they were executed…nothing will happen.You will need to create a procedure to move the clone and have it triggered by your key event.
There is no reason to have the “every frame” call…it will just slow stuff down.So on an key event….move your blue cube.
In a procedure…test where your cube is and create the clone if conditions are met.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerThere are a few ways this can be done. You could create your interface inside Blender using 3D objects and program using V3D puzzles. Alternatively you could just use HTML/CSS or HTML/CSS via puzzles.
Then there is the question of whether you need it to be full responsive and capable of different aspect ratios (landscape, portrait, square). You will have to determine if you are going to scale your content, re-organize or reduce content for mobile (small screens) .
If you haven’t already seen this video it might be useful:
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-17 at 5:01 am in reply to: Blender 4.2 – best settings for transparency rendered in Verge3d? #77391xeon
CustomerMaybe…..as I would need to see more of you settings to validate what I am going to suggest…..
Since you are using Blender 4.2…you may have watched videos on how to create glass or transparent materials in Blender 4.2 on youtube or other sources where these people show various settings for Blender 4.2 using EEVEE “next” to render transparency.
After reviewing many of these myself I am pretty sure none of them will work as a method for transparency in Verge3D. I would strongly suggest following the examples and methods shown here (https://www.soft8soft.com/docs/manual/en/blender/Transparency.html) and in the transparency demo.
If you want full control over transparency…you have to turn the Verge3D Blend Mode setting to alpha clip, hash or blend….Auto…is okay if the results you are getting are ok, just keep in mind it (verge3d) may decide at a later date your object should be opaque and you didn’t specify so it may change it based on its own decision making since you aren’t making a choice.
With EEVEE next, you can get quality much closer to Cycles but man (if not all) these features do not translate to Verge3D.
Your material nodes are fine..nothing special there and will work in V3D. You will need to go back through your Material Settings and turn off things specific to EEVEE next. Simple way…it if didn’t exist in EEVEE from Blender 4.1. dont turn it on.
Another option is to create the material in Blender 4.1…get it to look the way you want in V3D and then append that material/object into Blender 4.2 and you will get what you are expecting as long as you dont mess with settings that are not compatible with V3D.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerThere is the “Call Method” in the HTML puzzles…..you can simulate a click, you can send a message to the iframe or element and it switch based on the message or click.
Simulate click will require a button on the html frame that also changes the image, sometimes the image itself.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-16 at 9:32 pm in reply to: Blender 4.2 – best settings for transparency rendered in Verge3d? #77387xeon
CustomerJust wanting to make sure I understand what you are trying to replicate.
In your original images you have a texture that is oddly blocking the outlines in Blender and then showing them in Verge3d.Are you wanting the outline colors to disappear when they are inside an object?
If so what does your shader node look like to accomplish this?Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-16 at 9:13 pm in reply to: how to manage the challenge of a large scene size v3d file #77386xeon
CustomerPollinator Park is really a great example! Agreed!!!! but not done in Verge3D.
There are actually great resources online how this application was built and what apps were used to create it. But the scene transitions and loading is very well done.The environment holds three scenes for lack of a better term….the scene you are in and the one before and the one after….there is not alot of branching going on. There is also a transition area where depending on your internet speed you are in this walkway between rooms…and this is where last minute loading is ocurring. No progress bar…just reduces your speed to get through the hallway.
They also implemented LOD. Something V3D has sort of implemented but not to the level some other game engines use that makes scene loading much faster. The LOD is based on Camera distance and priority. Very cool stuff. Not only does it use LOD for the models but LOD on textures. Gotta love that.
The load unload we currently have does allow us to do just what you would expect…the LOD thing….well…thats another issue. LOD does exist if you want to dive into the JS of it. But nothing in puzzles yet. And what we have in code is well… described here:
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerBased on what you are stating I have to make some guesses and you will have to let me know if any of this makes any sense or not.
If you create a V3D project “MyTestProject”. V3D will create a project folder called MyTestProject and within it is a blend file called “MyTestProject.blend”.
If you run the HTML file MyTestProject.html by using the HTML button in the App Manger all works.
If you open the MyTestProject.blend file in Blender you get the default V3D cube. If you delete this and replace it with a Blender default cube….then you export the file as a Verge3D GLTF…not a GLB or any other GLTF type and you ensure the name of the GLTF is MyTestProject.gltf. This should work with no issues.
Key things…
– make sure the Verge3D plugin/addon is enabled in blender preferences
– make sure to export as “Verge3d GLTF” not any other
– make sure your GLTF file name is “MyTestProject.gltf”
– make sure you are saving your GLTF to the App Manager application folder.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerI wish I knew….no longer a Max artists…its been way to long to give you any good advise but I am sure there is away.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerIf Blender…this will work: https://www.youtube.com/watch?v=sJTEJKQ0lYw
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerWhat software are you using? Blender, Max, Maya????
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-11 at 5:37 am in reply to: Blender 4.2 – best settings for transparency rendered in Verge3d? #77305xeon
CustomerIt depends.. each method is based on your needs and has it advantages and disadvantages based on your specific needs. All three hash, clip and blend all have purposes and use cases. You shader setup also has a great impact to how they perform .
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerOk…two things come to mind that you can validate
1. If your object has keyframes…then be sure to set the play animation to frame 0 and not let it animate. You can also achieve this in Blender by unchecking the AutoStart option.
2. Setting your origins. Since you are new to Blender its possible your origins are not where you think they are? To validate add a simple default cube to your scene at 0,0,0 and scale it to fit your scene. Apply the scale. Then go in the V3D and see if the cube is at 0,0,0. then try to move it to along the z axis using animate parameter. If it works…then the problem is with orgin of your object. Please note that if you Apply All or Apply Location …the origin moves back to 0,0,0. So you would need to reset the origin.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-07 at 5:43 pm in reply to: Feature Request: Create the illusion of thickness in without adding extra geometry. #77254xeon
CustomerNormal map
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeon
CustomerHi there
Thank you for your interest. We are currently at full staff levels but will resume hiring in February 2025. Feel free to send a portfolion link to xeon [ at ] r66d [ dot ] com along with a resume and our team will look at it and get back to you quickly.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com -
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