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bigcatrik

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Viewing 15 posts - 1 through 15 (of 23 total)
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  • bigcatrik
    Participant

    Is your 3D viewport window wide enough? The App Manager button is all the way to the right and is not visible if the window is too narrow. Either drag the 3D viewport out wider (or your Blender application window) or middle-click and drag the 3D viewport’s header to slide hidden items into view.

    in reply to: Animating values in a shader #68581
    bigcatrik
    Participant

    Yes, you can animate that.

    There’s a reference page that shows you what you can animate on each texture node.

    https://www.soft8soft.com/docs/manual/en/blender/Shader-Nodes-Reference.html

    A green checkmark means it can be animated, and a red “x” means that it cannot be animated. If you go down to the entry for the Wave Texture everything can be animated except Detail Roughness, right above the Phase Offset.

    in reply to: VR Controller Navigation (Quest 2) #68396
    bigcatrik
    Participant

    And if your trying to create an interactive app using Verge3D you’ll have to learn a little more about “programming”.

    Directly from the soft8soft.com front page “Verge3D Puzzles allow a non-coder to script web applications, making your scenes interactive and responsive to user actions.”

    “Non-coder” was not my word, and it does apply to me.

    I can do some stuff and as long as I’m having fun I’ll continue plugging away. I was a professional 3D artist (with credits anyone would recognize) and before that a computer network manager, but never a “programmer” and want to play with newfangled VR in my dotage. To Verge3D’s credit I’ve gotten further with it than anything else.

    Anybody with strong VR legs (and stomach!) want to ride my VR roller coaster?

    https://v3d.net/rcvr2

    • This reply was modified 1 year, 1 month ago by bigcatrik.
    • This reply was modified 1 year, 1 month ago by bigcatrik.
    in reply to: VR Controller Navigation (Quest 2) #68380
    bigcatrik
    Participant

    Simple “collision detection” based on raycasting.

    Thanks, kdv, but gee I dunno. I’m the “non-coder ” they seem to be pitching this stuff at, but when it gets into raycasting, all those variables, lists, dicts, etc. it starts looking an awful lot like “coding” or flat-out “programming” (is there a difference?) to me and I’m rather lost. Puzzles are miles away from the event sheets of Construct or GDevelop which I can usually logic my way through (I was a wiz at Basic in the early 1980s, honest) and even with Verge3D Puzzles I was able to get the camera turning with the right analog stick with the information from #ThomasFabini above (not in the example I provided, though, since I wanted it to use their “VR Controls” verbatim).

    Maybe I’ll be happy with the flat movement I have so far (left stick move, right stick turn) and wait to see if that “Virtual Reality” demo project mentioned above by #YuriKovelenov appears.

    Thanks, again.

    in reply to: VR Controller Navigation (Quest 2) #68333
    bigcatrik
    Participant

    Create the collision mesh properly (see the Firstperson Camera demo as anexample) and it will work.

    In this example playing first-person on flatscreen (wasd plus mouse) allows one to climb the stairs and go up the ramp, but playing the same file in VR (Quest 2) will go right through them. Both flatscreen and VR use the same collision shape. First-person mode uses Verge3D’s collision shape/texture option and the VR version uses the Verge3D “VR Controls” setup from the library with the collision shape entered in the proper puzzle.

    https://v3d.net/pp3

    in reply to: VR Controller Navigation (Quest 2) #68328
    bigcatrik
    Participant

    you should be able to address the thumb sticks’ axes separately by checking the controllers handedness (left, right) first.

    Thanks! That put me on the right track.

    Next up would be following slopes/climbing stairs. The raycast stuff in the “VR Controls” looks like it might be trying to do that, but it doesn’t work like it seems it should. It will follow a floor, but ignore slopes/stairs.

    in reply to: VR Controller Navigation (Quest 2) #68301
    bigcatrik
    Participant

    > Agreed! I think we can make a simple demo (called Virtual Reality) to serve as startup project for VR apps.

    This is still on the task list? With the current prebuilt “VR Controls” puzzles in the library I couldn’t figure out how to address the Quest’s left and right analog sticks separately. This seems to address both controllers at the same time, while trying higher numbers for the axis did nothing (and lower numbers are for Vive touchpads, I assume):
    Axis 2 – analog stick x
    Axis 3 – analog stick y

    in reply to: Change name of app? #67235
    bigcatrik
    Participant

    I just change the name of the folder on my drive and the app still seems to work.

    The main reason I need to do this is because I can’t find a browser on the Quest 2 that will delete cache history when viewing in VR, whatever I try — incognito mode, developer options, etc. — and it ends up showing me the old version although I’ve uploaded a new one. The new version may load eventually, but it takes at least several minutes and that’s not conducive to efficiency.

    I rename the folder, refresh the App Manager, and upload again creating a new link, which will load the new version every time (and I do delete old versions from the server). I’m not doing anything fancy, just a Blender-exported gltf and a handful of puzzles, but I realize I could run into problems in the future.

    in reply to: No animation in Background world node? #65671
    bigcatrik
    Participant

    Interior sci-fi setting (ship or science installation) with failing power and constantly flickering global lighting. I animated the emission of the ceiling/lights texture then thought I’d transfer that over to the environment texture to get the whole thing flickering.

    Today I substituted three shadowless sun lights pointed in strategic directions, animated them flickering, eliminated the environment texture, and then because the light is flickering was able to delete the emission animation on the ceiling texture. It does what I want, so I suppose that’s what I’ll go with for now (and I’m looking more for illumination than realism at this point).

    Very interesting conversation, though. It points out that it’s still possible to blindly charge down dangerous alleys without knowing. Is WebGL going through a similar thing as Java way back in the 1990s when the promise of “write once, run everywhere” was jokingly referred to as “write once, test everywhere?” My focus is WebXR and the Quest 2 headset so that limits where I need to look, but there’s a Quest 3 on the horizon and unless I get one I’m flying blind there. We shall see, I guess.

    in reply to: No animation in Background world node? #65669
    bigcatrik
    Participant

    Thanks for all the responses. I’m still not sure where to go where with it (I’m on a Mac M1 ¯\_(ツ)_/¯ ).

    Maybe animated lights? Would there be any hidden issues with that?

    in reply to: No animation in Background world node? #65598
    bigcatrik
    Participant

    Should be in the manual. The requirement to use animated Value nodes to animate textures should also be noted in the manual since the normal animation method works just about everywhere else. I found that in a comment response section in a forum post.

    in reply to: Basic Puzzle for VR #65520
    bigcatrik
    Participant

    I think, at a minimum, you have to have a “when clicked” puzzle with an “enter VR mode ___” in its “do” slot.

    Experts, is it correct that you can’t just directly go into VR on page load by using an “enter VR mode ___” puzzle on its own? That there’s a requirement of user interaction to start up VR?

    in reply to: VR Experiments Won’t Work #65138
    bigcatrik
    Participant

    Can there be any tutorial pr help guide to simplify it ?

    I’d like to see more attention paid to WebXR, but I know it’s still a niche at this point.

    I got a Quest 2 and am still struggling with adapting the newest VR example (the smoothie blender room) into a template I can use. I *think* I’ve duplicated everything verbatim but can’t get it to follow terrain height (is it even supposed to?), and the puzzle variables are rather confusing.

    I’m thinking of going back into the Snowballs VR project to see how that worked. But trying to run it from vr3.net/snow shows a black screen when entering VR on Quest browsers, though when uploading from my own account the VR works to some extent (the ground texture is missing in VR and the snowmen won’t appear, seems to run fine on flat screen, but flat’s no fun anymore :-) ).

    The adventure continues…

    in reply to: Particles ? #64962
    bigcatrik
    Participant

    You can set the particles to render as an object and use the “bake” method described here:

    Baking Particles for Sketchfab (Blender Edition)

    On the page it sends you to scroll down to the third revision of the script for Blender 2.8+:

    https://blender.stackexchange.com/questions/4956/convert-particle-system-to-animated-meshes

    I also had to scale the particles to zero at the end of their lifetime using this method to get them to disappear.

    https://blender.stackexchange.com/questions/114300/how-to-affect-particle-size-over-time

    Someone sells an add-on on Gumroad that does it too but I haven’t tried that: https://blenderartists.org/t/cake-particles-bake-your-particles-as-keyframed-objects/1378059

    There may be other ways, I’m not a Blender guru. ;-)

    in reply to: Problems view project on Mac M1 #61821
    bigcatrik
    Participant

    On my M1 Macbook Air:

    Mouse:
    Orbit: left button/click hold/drag
    Zoom: scroll wheel scroll up/down
    Pan: scroll wheel click hold/drag
    Pan: right button/click hold/drag

    Touchpad:
    Orbit: one finger click/hold/swipe
    Zoom: two fingers touch/swipe up/down
    Pan: two fingers click/hold/swipe

    • This reply was modified 1 year, 8 months ago by bigcatrik.
Viewing 15 posts - 1 through 15 (of 23 total)