Forum Replies Created
there is a controller called LookAt-Constraint in Max. See the attached Example: With this Controller the Point Helper controlls the rotation of the green Cube. When the Helper moves, also the Cubes rotates, so always the same face of the Cube is looking to the Helper.
I need the same effect for dimensions/measurements in my final glTF-Scene: When i move my cam, also the measuremts rotate and stay always frontal aligned in the view.
Can i connect an Object rotation/orientation to a Cam in Puzzles?
I found the solution for my problem: I deleted the “<!–__VERGE3D_PLAYER__–>”-line in my html file when i edited the meta data. This will break the connection to the Puzzles editor.
I tried to do that, but that doesn’t rebuild the connection and the Puzzles icon is still gone in the App Manager. But i finished already the new setup including Puzzles. Sorry that we cannot recreate the mistake i made or the error that happened.
thanks for your quick answer. But in this case it will be faster for me to just create a new Project-Folder and rebuild my Puzzles-Setup (which was very simple) instead of searching for the issue.
That sounds great, thanks for this information!
animations without a smooth start and end just don’t look nice, so i found a simple solution (in 3ds Max) for this problem: just bake the animation. If you have one key per frame the animation will run the same way as in your 3d Programm. Maybe you can implement Bezier-curves and/or a bake animation-option in the next V3D-Version.
One question: Will a higher amount of Keyframes have an effect of the loading time later?
Thanks Yuri for your Help via PM. Here’s a Screenshot of the working puzzles-setup without the puzzle-parts, that triggers the snapper animation to early.
here my settings for all animated Objects in the scene. Auto start of all objects was/is deactivated.
“dsw-sitzschale-snapper” is attached to another animated Object (Point001). I detached it but it stays the same, so it seems to be not a hierachy problem.
I also use XForm on my object, change the position of the keys, nothing helped.
Somehow the animation starts without beeing controlled by the puzzles-setup.
Thanks Yuri for your quick reply and the detailed explanation!
thanks for your reply. It all worked perfect today. Maybe i should not work always that late and forget to activate some checkboxes!
ok i understand. Maybe it also would be nice to have also the option (or a menue!?) to switch off the calculation of the smoothing groups/normals. So that you have a faster sneak peek and a smaller final folder if you don’t want to use vertex-paint or the smoothing group support. Just an idea…
i understand your suggestion with using self illumination and the deactivating shadows. But when the cam is in the same angel as the light, the light hits the button-plane with “full force” and then there is an overexposure. So also with self-illumination the lights will have an effect.
But as i said, i found an working solution: Use Spotlights and stay behind behind them with the cam. And activate Self-illumination in the Button-Material, otherwise they stay dark ;-).
It would be fantastic if there is a “Button-Function” in Puzzles in the Future!
I tried the new Version, but the Problem cannot be solved with deactivating cast/receive shadows. It’s only working if you adjust the cam in a way that it always stay behind the (spot-)lights.
Is there any way to create buttons or insert jpg-pics with puzzles/without coding?
Ok sounds good, i will install the new version and try it.
If excluding objects from lights is working, then it can be a solution. I can exclude the buttons from the main lights and create some extra lights linked to the cam only for the buttons.
As an idea for later V3D-versions, it might be helpfull to create buttons with puzzles (for people like me without coding-abilities).
thanks for your reply.
The problem is, that in my gltf-file, when i rotate or move, the lights will affect the lighting/shadows of buttons i have in the foreground.
You also have that effect in your recliner-demo-scene. When you rotate or move the shadows/light effects the material-balls.
Deactivate cast/receive shadows in max has no effect.
Any idea or workflow to solve this?