- This topic has 13 replies, 3 voices, and was last updated 5 days, 12 hours ago by
kdv.
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2023-09-14 at 4:58 pm #66815
c4cc
ParticipantI followed this tutorial at 1:39 – 1:55. Unfortunately, it didn’t show up in sneak peak?
Also, if I do successfully upload it to verge3d, can I use it for animation puzzles (e.g., hide/show/pause animation at certain (time) frame), and can I even apply color effects to it (e.g., red or white flashes)? Do I need the original objects/meshes/geometry as well, for the instance group to be uploaded to verge3d?
2023-09-15 at 12:36 pm #66844Mikhail Luzyanin
StaffUnfortunately, it didn’t show up in sneak peak?
Must work, can you share the example blend file?
Also, if I do successfully upload it to verge3d, can I use it for animation puzzles (e.g., hide/show/pause animation at certain (time) frame), and can I even apply color effects to it (e.g., red or white flashes)?
Yes you can, but color changes will apply to all instances.
Do I need the original objects/meshes/geometry as well, for the instance group to be uploaded to verge3d?
Yes you ned to keep original mesh\geometry\object on a scene.
Co-founder and lead graphics specialist at Soft8Soft.
2023-09-15 at 4:59 pm #66849c4cc
Participant2023-09-15 at 5:09 pm #66850kdv
ParticipantThe original objects and their instanced copies are exported. You just don’t see them behind the mess.
The reason of this mess is either in wrong objects’ scales (scales should be reset to 1 ) or in the fact that those scales are animated (what for?).
One more thing to know: objects in instanced collections have no animations. Actually, they are useless…
Solving any problems with Puzzles or JS code. Fast and expensive.
2023-09-16 at 3:22 am #66858c4cc
ParticipantTrue. So instancing only works for non-animated objects like pillars, trees, blocks, etc?
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This reply was modified 1 week, 1 day ago by
c4cc.
2023-09-16 at 4:55 am #66860kdv
ParticipantSo instancing only works for non-animated objects
Instancing of collections? Yes, it makes sense to use it only with static objects if exporting to Verge3D. But individual instanced objects (Alt+D) are exported with animations.
Solving any problems with Puzzles or JS code. Fast and expensive.
2023-09-17 at 1:39 pm #66872c4cc
ParticipantMakes sense. So those individual instanced objects (spawned with Alt + D) can be altered via puzzles too, right? (e.g., hide objects, change material to emissive flashing)
Btw, please answer my objects moving question here too?
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This reply was modified 1 week ago by
c4cc.
2023-09-17 at 2:09 pm #66875kdv
ParticipantTaking into account this requirement
But without programming, and just using Verge3d Puzzles.
I have nothing to answer. Controlled moving is a little complicated task for just puzzles.
Solving any problems with Puzzles or JS code. Fast and expensive.
2023-09-18 at 5:15 pm #66913c4cc
ParticipantHow did Farmer’s Journey do that player movement seamlessly then via puzzles?
2023-09-18 at 5:22 pm #66915kdv
ParticipantYou’re looking but you ain’t seeing… The farmer doesn’t move. It stays at its initial position while the sphere rotates under the farmer’s legs. That’s an illusion of moving along the road.
Solving any problems with Puzzles or JS code. Fast and expensive.
2023-09-18 at 5:34 pm #66917c4cc
ParticipantOh, I see now. God Damn, I feel like an idiot
That said, what does this compute?
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This reply was modified 6 days ago by
c4cc.
2023-09-18 at 5:40 pm #66921kdv
Participantwhat does this compute?
That’s the incremental side moving. 0,1 meter per frame.
Solving any problems with Puzzles or JS code. Fast and expensive.
2023-09-19 at 3:23 am #66926c4cc
ParticipantI see. Why would it be incremental, when the moving seems to happen in one go?
2023-09-19 at 5:17 am #66928kdv
ParticipantNo. It happens in 10 small steps. One step per frame, 0.1 meter per step. The visible speed depends on the frame rate.
Solving any problems with Puzzles or JS code. Fast and expensive.
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