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bigcatrik

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Viewing 8 posts - 16 through 23 (of 23 total)
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  • in reply to: First Person Camera Alternative #61805
    bigcatrik
    Participant

    Agree with the “shift = run” comment above. I haven’t played many FPS games but even for me it’s automatic.

    Also, it’s possible to look all the way and down, and beyond. My mouse bugged out and I started doing backflips.

    in reply to: Problems view project on Mac M1 #61625
    bigcatrik
    Participant

    No black screen on my M1 Macbook Air in Chrome and Safari. It looks like the attached image.

    Attachments:
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    in reply to: Missing part on my model when I generate the gltf #58954
    bigcatrik
    Participant

    Setting double sided may not fix every issue, particularly with modifiers or some rendering issues.

    At a minimum, it’s easy to standardize them in Blender with a few keystrokes: In edit mode (tab) ‘select all’ with the “A” key, then press “shift-N” to “Recalculate Outside.”

    Quick overview of Blender normals, bad and fixed, that’s worth a watch:

    in reply to: Interactive USS Enterprise – Star Trek TOS #58321
    bigcatrik
    Participant

    This makes my day. The “saucer” button is especially fun (yes, NCC-1701 was supposed to be capable of that!).

    bigcatrik
    Participant

    You need to export the Blender file as a gltf. File -> Export -> Verge3D gltf (.gltf)

    The “Verge3D gltf” exporter is added with the Verge3D plugin. From what I understand, the Puzzles interface reads the project’s current gltf file, not its Blender file. “Sneak Peak” does some behind-the-scenes stuff to show the Blender file in a browser, but none of that transfers over to when you want to add programming in the Puzzles interface, so you must manually export the gltf as described above.

    If you change the Blender file you have to export it again for those changes to appear. The Blender “Quick Favorites” shortcut (“q” key) comes in handy here.

    in reply to: Verge3D 4.2 pre1 available! #55879
    bigcatrik
    Participant

    So as long as the “Verge3D glTF” exporter, the “Sneek Peak” and “App Manager” buttons work everything should be fine?

    I’m new and I don’t want to make life harder by introducing inconsistencies while working through the manual/demos. :)

    in reply to: Verge3D 4.2 pre1 available! #55864
    bigcatrik
    Participant

    Which version of Blender does this support? Still 3.2.2?

    Speaking of which, is there a predictable time when new Blender versions are supported? 3.2.2 is rather recent so it seems like they’re fairly close, but I had to downgrade from the latest version to start using Verge3D (which is awesome so it doesn’t bother me too much). :)

    in reply to: Anyone know how to make collision work with camera? #55762
    bigcatrik
    Participant

    Am I correct in assuming (after a lot of experimentation) that the “camera switched to First Person with a Collision Material” method has to be done entirely by ground plane geometry, that walls cannot be solid?

    Applying the Collision Material to walls does not stop the camera from moving through them. I’m in Blender.

    (There is no City Demo in the asset store that I can find and the Blender file provided above doesn’t have solid walls.)

    Thanks

Viewing 8 posts - 16 through 23 (of 23 total)