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Crunch

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Viewing 15 posts - 136 through 150 (of 158 total)
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  • in reply to: Nice and smooth camera/mouse wheel effect #14996
    Crunch
    Customer

    Hey brice,
    It’s actually pretty simple, see my post and puzzle screen shot here.
    https://www.soft8soft.com/topic/verge3d-2-12-1-maintenance-update/#post-14994

    I created a simple 240 frame camera animation (with keyframe every 40 frames) and gave the user the option to activate each of the 6 segments of the animation forward or backwards depending on scrolling up or down. Basically vey similar to the example you posted.

    I also put an option box where you can change things a bit to where you your scroll wheel will move through the animation frame by frame.

    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:04931cc0ad/applications/mousewheel/mousewheel.html

    Observations: the default option, scrolling to activate different segments of animation (I had a keyframe every 40 frames) plays rather choppy the first time through but then gets smoother second time around. I remember reading an old thread about ‘prerendering’ onload so the animation plays smoother first time through. Anyone familiar with this please provide your input.

    The second option, scrolling through 1 frame at a time, has very jerky playback.
    I think now the reason for that might be how I setup the animation (i am not very good at blender or animations in general). I added a ‘track to’ camera constraint (fyi, the camera mode was set to no-controls) to an empty to help keep the camera looking in a general direction as moved it through the scene dropping the occasion keyframe every 40 frames. I never removed the track to constraint. I would imagine that was causing some of the jerky movement. I will create another example but this time ‘bake’ the animation and remove all constraints before exporting.

    source puzzles attached

    in reply to: Verge3D 2.12 maintenance updates #14994
    Crunch
    Customer

    Yuri I am a big fan of using the no-control camera, but it has a drawback. It doesn’t work in the camera tween puzzle. (or at least last i checked?) Any chance you could fix that?

    For any newb vergers like me who didn’t understand what deltaY property is all about until just recently, its way to determine which direction the user scrolled their mouse wheel. Up until this upgrade, the on event of wheel would fire if user activated mouse wheel, but not tell you which direction the wheel went. From my experiments it appears if user scroll forward it returns -3, if scrolled back, +3

    Re-create the attached puzzle screenshot and it becomes self-explanatory

    So I don’t hijack this announcement thread I am moving the discussion of what you can do with deltaY over to this post,

    https://www.soft8soft.com/topic/nice-and-smooth-camera-mouse-wheel-effect/

    see you there

    in reply to: Verge3D 2.12 maintenance updates #14952
    Crunch
    Customer

    Sweet, DeltaY property! I am ready to start using my scroll wheel to control objects but how do I go about that? Any examples any where?

    I did some experiments with the wheel event a while back
    https://www.soft8soft.com/topic/scroll-event/

    In that experiment, I added a transparent div block (100% width and 100% height) over the whole scene and that way, I could get the event to fire when I used my mouse scrollwheel but the div blocked the whole scene from any other interactions.

    Doing the same thing with V2.12.4 I can get the event to fire and returns a -3 if down and +3 if scrolled up, but there has to be a better way? I tried using the Body, Document, and Window as the element in the “on event of wheel” puzzle but couldn’t get anything to fire, let alone return the DeltaY property.

    What am I doing wrong? Help!
    Thanks

    in reply to: annotation box and annotation dialog box #14519
    Crunch
    Customer

    Bin the puzzle has created an Div HTML element, you can put whatever you want in there 😊

    Go to youtube, find something you like then click the share button, then select embed option. Youtube will conjure up some mark up to embed that video elsewhere, all you have to is cut and past it over into the existing “innerhtml” field in the puzzle.

    <iframe width="560" height="315" src="https://www.youtube.com/embed/TZE9gVF1QbA" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    Youtube video should now be playing in the annotation box.
    To get the “CLOSE X” button back, add this inside the new iframe elements so you innerhtml reads:

    <iframe width="560" height="315" src="https://www.youtube.com/embed/TZE9gVF1QbA" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe><button id="xcloseybutton"style="position: fixed; top: 0; right: 0;">&times;</button>

    To spice it up a bit, make the 3d elements binded to the HTML element(s), movable by dragging. See highlighted box in puzzle attached.

    If you are watching (pressed play) video annotation and you close it out, the music from the youtube video still plays even though the div box it was in is now invisible. I will have to figure out a way to solve that.. too late right now to even attempt it. Goodluck bin

    here is link to demo
    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:e22b7f5039/applications/anndemo/anndemo.html

    in reply to: annotation box and annotation dialog box #14430
    Crunch
    Customer

    Yuri – the bind html element puzzle is blowing my mind. (in a very good way!)

    I much prefer using HTML based text in my presentations over text objects created in blender. (while on the topic, I don’t think Verge3d respects the text align feature in Blender. ie, if I type up a small text paragraph in Blender and set text align to center, it works, but once it goes into Verge3d, I lose the center alignment.. fyi, not a major big deal anymore now that I can create and format text via HTML and bind it to 3d objects in my blender scene, thanks to the bind puzzle!)

    However, how (where) exactly does it bind the html element to the 3d object?
    I was assuming the HTML element has a bounding box, and the bind function moves (snaps), say, the left corner of the element’s bounding box to the x y origin of 3d object..but after a few experiments I am not sure exactly what two points get snapped together for the bind.

    Can you please provide some explanation?
    Thanks!

    in reply to: annotation box and annotation dialog box #14429
    Crunch
    Customer

    opps, mistake in my post above, below is what you should paste into the innerhtml field.

    <div style="background-color: rgba(201, 76, 76, 0.3); width:400px; height:100px; border: 2px solid red; border-radius: 5px;"><button id="xcloseybutton"style="float:right"">&times;</button> <h3>The Popup Annotation </h3><p> This is where you can add a much more robost annotation using custom HTML! </p> </div>

    bpin, i already deleted the source files, sorry– but its just the default scene with the puzzles included in screen shot. that should be all you need to re-create

    in reply to: annotation box and annotation dialog box #14418
    Crunch
    Customer

    bipin, it might seem overwhelming but you are going to need to learn the basics of html and CSS.
    I would recommend https://www.w3schools.com

    I stuck with it for the past few weeks and its paying off. Here is a quick demo of what I think you are trying to do

    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:e22b7f5039/applications/anndemo/anndemo.html

    Click on the cube to bring up a custom html element, the X button will close it.

    1.) Go over to the initiation tab (not the main tab*, I have found it best that if I am going to create any HTML elements via Verge3d app it is wise to create them in initit tab versus on the fly in the main tab. Tip: If you don’t want the html element(s) to appear on startup without any user interaction, set the display type to “none”.

    2) add a new html div element (see the screen shot)
    3) set the innerhtml tag to this (cut and paste what is below into field)

    <button id=”xcloseybutton”style=”float:right””>×</button> <h3>The Popup Annotation </h3><p> This is where you can add a much more robost annotation using custom HTML! </p>

    4) give the element a name (“alittlewindow” in this example)
    5)set the display style to “none” (this makes it hidden when you first launch app)
    6) in the main puzzles window… see the attached screen shot.

    A couple of pointers, the “&times” text in the button field is actually a code for an “x” symbol.. you can read up on this on the web https://wesbos.com/times-html-entity-close-button/

    The background color is “rgba(201, 76, 76, 0.3)’, that last number, the “.3”, is the opacity. Experiment with changing around the values .. it helps you learn. All of this looked like it was written in Greek to me when I first started learning Verge3d a few months ago. Now I am figuring things out and its getting really fun. Good luck!

    in reply to: Tweening Objects puzzle? #13695
    Crunch
    Customer

    Actually Yuri, I now think adding object tweening (and opacity controls) would be more quintessential to Verge3d than just useful.

    The moment I get these capabilities I will be able to quickly whip out a few samples of interactive e.learning modules to my boss, then get the approval to buy a license. After that, every web design guy out there is going to be like ‘woah! I want to be able to do that’ and with these motion puzzles added, nobody has to first learn animation in a sophisticated 3d program like Blender or 3dmax. Just go into top view, add a few objects and empties (for positioning) to the scene, then go to work in puzzles (which is so easy and fun to learn) to breath life/interactive motion to them.

    Please think really fast about implementing this :yes: ;-)

    in reply to: Scroll event #13689
    Crunch
    Customer

    Nam, here is one quick method to reproduce something similar.

    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:ea7b2c37e4/applications/scrolltrigger/scrolltrigger.html

    I created a div block over the top of my blender scene (absolute position, 100% width, 100% height, opacity color 0). With that html element there, I can then use the “on event” of “wheel” to trigger the animations sequentially. The “wheel” event doesn’t return whether I scrolled up or down on my mouse (nor did the website in your example) so it moves sequentially from left to right. When it gets to the end, it moves back to the start.

    One thing to note about overlaying html over your 3d scene is you can no longer interact with your scene with the mouse (the html element, the div block here, covering 100% of screen, is in the way)

    You can switch back to control of your 3d scene by using the HTML set “display” = “none” for the div element, or setting the z-index to a lower number than the 3d scene canvas.

    in reply to: Launch animation of several objects #13585
    Crunch
    Customer

    I have never used autocad so i am not much help here. So you import the model from autocad into blender then animate? or are the animations already ‘baked’ in? I would try some experiments with some very simple autocad models and see if you can get anything to work as expected. Sorry i can’t be of more help.

    in reply to: Launch animation of several objects #13578
    Crunch
    Customer

    scalare – did you deactivate the “auto start” animation and change the “loop mode” to Once in the objects panel in Blender for EACH drawer object?

    in reply to: Traceback error #13522
    Crunch
    Customer

    Ah yes Yuri, thanks.

    In case this issues ever comes up for anyone else, My problem was I did download a newer beta of 2.8 that did not have the bug. I however, did not delete the old 2.8 folder – my system (windows 10) had the association with blend files hooked to the exe in the old 2.8 folder. I did click on a .blend file I ran through the “open with” newer 2.8 v while selecting “do this from now on” option, but it never stuck.

    There is an issue there in Win10 + blender betas where you can’t seemingly override the old association. I ended up deleting off my drive the old 2.8 folder and then, after trying to launch a blend file, win couldn’t find anything so I was able to point it over to the new 2.8 folder, this time it stuck.

    So before I did that fix, I would launch the new version of Blender, click on app manager, but selecting blender files via the app manager Win10 would open in the old 2.8. I didn’t notice that until further inspection. If this ever happens to anyone else I hope this helps you. thanks all

    in reply to: Launch animation of several objects #13521
    Crunch
    Customer

    i used 7zip to get the app folder size crunched enough to put up here

    in reply to: Launch animation of several objects #13518
    Crunch
    Customer

    screenshots.

    i tried to add the project files but think it might be too big 4.7 megs

    in reply to: Launch animation of several objects #13517
    Crunch
    Customer

    Scalare – I am a noob at all of this but here is one method.

    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:10a8709e34/applications/drawer/drawer.html

    In the demo above, you need to click on the “start” plane object to trigger the animation sequence. I have a 60 frame animation of each of the 3 cubes with time delays between each sequence.. then another time delay before I begin the reverse animations to ‘close’ the drawers.

    I have attached a screen shot of my puzzles

    You could also put an “after x seconds” puzzle to start the sequence instead of a click on object puzzle. However, if you set it to 5 secs, and say, it takes your app 8 secs to load, then that might cause problems. It could also be triggered by a variety of other methods like hover over (using the ‘all objects selector’ might help there)

    What I am learning about Verge3d apps is basically there isn’t anything you can’t do. If you can imagine it, there is likely a way to make it happen. Verge is the final 4th wheel the web needed (html, css, javascript, and now VERGE!)

    I am attaching a zip of the source files.

    Notes: my camera in scene is set to “no control”.
    I click on the Object tab in Blender for each of my 3 cubes (which are animated) and turn “autostart animation” to OFF and set the “Loop” feature to “once”.
    Hope this helps !

Viewing 15 posts - 136 through 150 (of 158 total)