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Crunch

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Viewing 15 posts - 31 through 45 (of 158 total)
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  • in reply to: Stop animate param – Bug #64588
    Crunch
    Customer

    TY Nurgeldi but I am referring to the animate parameter puzzle that doesn’t have such an option.

    Crunch
    Customer

    oh – i see you did mention frames your post title.
    So you can’t get an animation to play between 2 sets of keyframes?
    I assume you have added the play animation puzzle, enabled advance options, and plugged your frame range into the slots?

    What kind of animation is it? Lots of things with animations you can do in blender, but wont with Verge. Any Screen shots you can share?

    Crunch
    Customer

    “1347 to 2178″… sorry, are you talking about frame numbers here?

    in reply to: Stop animate param – Bug #64583
    Crunch
    Customer

    Well no rush guys… easy issue to just avoid.

    My focus has mainly been on making sweet animations instead of stopping them so I haven’t ever done much with the stop param puzzle until yesterday. So much fun!

    I already created a play bar timeline with a playhead that moves along with animation that I can also grab to stop animation, and scrub it forward to advance it. Haven’t figured out getting it animate backwards yet?

    Any pointers there would be appreciated!! Thanks!

    in reply to: No scene preview in Puzzles. #64570
    Crunch
    Customer

    I believe the screen shot shows you are using an older verge version 4.0.01
    That is likely where your problem starts.

    in reply to: Stop animate param – Bug #64569
    Crunch
    Customer

    Lol.. thanks Xeon, I probably should have added some more context to my post.. Getting the console log to work wasn’t the issue.. Long story short, I had very complex setup that involved iterating input into the parameter fields. I assumed the error I was getting surely had something to do with that and not with the console.log tool I was using to try and diagnose where the error was being tripped.

    Took me all day to figure that out!.

    As KDV pointed out, its probably more of a behavior of the feature (ie killing the whole process) as opposed to any type of technical “bug”…. So I just posted to make note of the behavior so nobody else out there wastes a day like I did trying to figure it out!
    Cheers!

    in reply to: Verge 3d puzzles disappear #64510
    Crunch
    Customer

    Are you using any css styles targeted at element level selectors?
    CSS styles on project can flow through to the puzzles interface, it happened to me before.

    Puzzles window blank or frozen (solved)

    in reply to: removing – changing when hovered event #61320
    Crunch
    Customer

    super helpful as always, thanks you KDV!

    in reply to: removing – changing when hovered event #61279
    Crunch
    Customer

    “you can – after this puzzle no objects will be triggered as hovered”

    umm.. Not sure about that. Pretty sure that is how it use to work.. but now (latest 4.3 version) doesn’t seem you can just clear the list.. my testing shows that list needs to be cleared 1 item at a time via the ‘remove from list’ puzzle.

    The sphere click i used was just arbitrary to trigger the experiment i was doing.

    in reply to: removing – changing when hovered event #61275
    Crunch
    Customer

    So correction.. In my first screenshot I wasn’t actually creating a proper list as I was using the group selector for boxes and spheres group. But.. as you guys pointed out, even if I brought in a proper list of objects, I can’t just quick reset it – rather, I need to remove items one by one.

    Maybe a function that iterates thru and removes all items??
    Then probably need to have the same type of iteration to add items back?

    Before I got the feedback and did come up with a workaround, where I move all possible objects I want to be hoverable go new collection in blender. Then in the hover puzzle, items that go into the on over slot are then filtered against my list before the desired effect is applied.

    The list in this method, can be easily cleared at once, and reconstructed into list with get all objects from group puzzles.

    Any performance concerns between the two methods?

    Thank you gentlemen for the time and input!!!

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    in reply to: Verge3D 4.3 for Blender is out! #61265
    Crunch
    Customer

    thanks!! :good:

    in reply to: Puzzles sticking #58351
    Crunch
    Customer

    Ok I had a chance to go back and recreate the offending setup, that sticks the cursor to a puzzle with dropdown list selector.

    I load a cvs list, then from that run a procedure that automatically creates annotations (by matching empty names setup in blender file) and then automatically adds in on click events.

    If you open the html app file, everything seems to work. – clicking on annotation 3 the torus will move to 3, clicking on 5 it will then animate from annotation 3 to 5.

    However, back in puzzles, clicking on the hide puzzle (that has object selection drop down) the cursor will stick to it.

    To unfreeze, you need to first refresh puzzles screen. Then deactivate the Loader function (this function triggers the annotation setup routine) press SAVE, then refresh. Now cursor won’t stick to puzzles.

    You than reactivate the Loader puzzle and save. Everything will be ok until you refresh puzzles page again.

    I’ve managed to use the work around I just described to keep my main project going, but it would be nice to identify the root cause. Thanks & Happy Thanksgiving/BlackFriday!

    full project files (breaker) attached in zip

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    in reply to: Puzzles sticking #57061
    Crunch
    Customer

    Unfortunately I can’t share.. Any pointers for debugging this? How could I scan xml for potential errors? What would i look for? Could it have anything to do with gtlf file export?

    It appears to only stick on the drop down selector box puzzle.

    In the console for my puzzles editor, after the puzzle is stuck to my cursor, clicking results in the following error being repeated.

    Trying to end a gesture recursively. puzzles.min.js:12:792235
    Tried to start the same gesture twice. 2 puzzles.min.js:12:979932
    Uncaught TypeError: e.target.className.indexOf is not a function
    r http://localhost:8668/applications/atable/v3d.js:1
    _mousedownCb http://localhost:8668/applications/atable/v3d.js:1
    6 v3d.js:1:1420063

    in reply to: Saving changes made in the Application! #56664
    Crunch
    Customer

    Woah!! KDV, that is awesome!!!!

    I got pulled away from board and only today came back to this thread.
    For others who missed it, check out KDVs demo app which allows for saving an apps state then reloading in the exact same state you left it.

    https://v3d.net/a4k

    KDV, so using Verge Storage key puzzles, you could basically stuff that ‘.sav’ into a local storage key, and have things setup so when the app loads, it will check for that key, if found, loads and restores the user session? Pretty sweet!! Nice work, thanks for the high quality contributions!! :yahoo:

    Crunch
    Customer

    how so? say i wanted to just read a variable i have in puzzles, whats the syntax? Assume vname is variable set in puzzles to “hello verge”.

    window.v3d.puzzles.variable (vname);
    window.v3d.puzzle.VARS[‘vname’];
    ?

    thx in advance

Viewing 15 posts - 31 through 45 (of 158 total)