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David DuperronCustomer
Hi kdv,
I’m already using your “clone object” puzzle, and yes the objects in question originally come from an appended scene, but I the objects renaming and parenting to the new scene was already done, or at least i thought so…
How can I check what exactly I cloned and if the meshes and/or materials are linked in any way?
Thanks for your help again!David
David DuperronCustomerWhole tabs can be easily copied/pasted within a couple of minutes
Thanks! great tip
David DuperronCustomerGood hints, as usual… ;)
I quickly identified that this “function within a function” – local function – was not directly accessible, and as suggested copied it in a custom procedure in my puzzles.
Just had to identify that I needed to properly set the “mesh” using thegetObjectByName
function and that’s it!
Thanks again!- This reply was modified 6 months, 2 weeks ago by David Duperron.
- This reply was modified 6 months, 2 weeks ago by David Duperron.
David DuperronCustomerOk… and could you give me a hint or two about what I need to change or add to adapt this function to my needs??
Thanks!David DuperronCustomer@kdv77kdv I think I might already have the exact function for that, right?
function setObjectScale(mesh, factor) {
right?
Can I call this function from any other location in my puzzles using the javascript puzzle?- This reply was modified 6 months, 2 weeks ago by David Duperron.
David DuperronCustomer:). Simple.
David DuperronCustomerThanks for the info!
These parameters have an effect indeed, but that’s not really what I was looking for.
My issue is that it looks like there is a constant number of zoom steps, whatever the distance between MinZoom and MaxZoom is, meaning that for small distance, controlling the zoom level is easier than for big distances where one mouse wheel step equals to a much greater distance. My question was: is there a way to increase the number of zoom steps depending on the MinZoom/MaxZoom distance??
Thanks for the help!David
David DuperronCustomerHaha! I should have listened my parents better I guess…
Anyway: THANK YOU! ;)David DuperronCustomerChanging the camera Object controls using javascript does not seem to have any effect:
const camera = app.scene.getObjectByName('Camera') camera.controls.orbitMaxDistance = 1500; camera.far = 3000; console.log(camera)
using the above code I change the max distance from 500 (original Blender setting) to 1500, and the far distance from 1500 to 3000 but it does not change anything in the 3D viewport…
David DuperronCustomerHi @kdv77kdv!
Thanks again for your expertise… I will try this right after lunch, and I’m pretty sure that once again this will save my day! ;)
CheersDavid
David DuperronCustomerHere is the piece of puzzle:
I would like to make sure that the “addGenericObject” or “addCustomObject” procedures have completed before to move on to the next object in the for loop… Everything looks like the for loop goes “quicker” than the import process, and that cause my procedures to fail (the import seems to import correctly – no “on error” action triggered) but all the stuff that I need to do inside these procedure do not complete.David DuperronCustomerOk! simple as that…
David DuperronCustomerAs usual, thank you very much! this will be useful for sure… ;)
David DuperronCustomerI already have the solution to place the button inside a div, and to generate the div’s “innerhtml” with the correct “onclick” procedure that calls my puzzle-defined procedure… but I thought it might be done from within the puzzles?
- This reply was modified 8 months ago by David Duperron.
David DuperronCustomerperfect! Thanks!
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