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Could you give me an email to send you a Wetransfer link? I can’t post it publicly.
In the meantime, I’ve made some tests and checkings and still can’t figure out what’s wrong. Maybe the patch you made concerning this problem doesn’t cover every situation.
I’m preparing a packaged version of my app which is highly complex (and in French).
But I’ve already tried to disable the newly created morphs with no success; PLus I checked that this morph doesn’t affect the elements that are rotated the bad way.
Still have the problem.
This is what I’ve done :
-Updated to 2.15 (downloaded a couple of minutes ago)
-PLaced my app folder in Verge3D
-Opened Blender and updated my app (except template based files)
-Opened my app. It worked
-Made a small modification in Blender
-Exported to WebGL
-Opened my app. it worked
-Made a small modification in an existing procedure related to morphs, saved to xml
-Opened my app : Boom ! swapped axes.
(note : Objects are not child of others)
Well I’ve downloaded it about just 2 hours ago… But I’m gonna try anyway.
Ouch. It means that while I’m gently playing with 2 or 3 furnitures, more than 30 others are fighting in silence !
Thank you. Im’ gonna try to activate Physics only for the elements actually in scene, and let you know if I get rid of the error message.
I actually use Box but I have a lot of “hidden” furnitures which are listed as collision objects. Do you think Physics is calculating collision for hidden objects ?
Thanks a lot.
I’ll check that.
I could have found this by myself.
Many thanks !!
I’ve tried (hopefully with no minor syntax mistakes) with textInput, rangeInput, nothing works. Here’s my test project.