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jezuk

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Viewing 15 posts - 1 through 15 (of 44 total)
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  • Avatarjezuk
    Licensee

    :yahoo: :yahoo: :yahoo: :yahoo: :yahoo: :yahoo: :yahoo: :yahoo: :yahoo:

    That fixed it :good:

    Thank you so much !

    :yahoo: :yahoo: :yahoo: :yahoo:

    Avatarjezuk
    Licensee

    Hi Yuri,

    No errors via the F12 console.

    Any other ideas please ?

    Thanks :)

    Avatarjezuk
    Licensee

    but my RAL Color Picker isn’t working…..

    Please make sure the names of the controllers are the same as in the old material.

    Yes, that’s what I thought, and I did check that. It is the same name – in fact I tried different ways of copying in that material so that the name didn’t even change. Still not working… :(

    Avatarjezuk
    Licensee

    :cry: :cry: :cry: :cry:

    Still not working….. when I do the above, it is no longer black but my RAL Color Picker isn’t working…..

    Something VERY VERY strange is going on…..

    Avatarjezuk
    Licensee

    Hi Yuri,

    I solved it (the material issue).

    It was a very strange issue – I think the material must of gotten corrupted.

    I’ll explain how I solved it.

    I tried the material on just a box (by the way, my material is a multi/sub-object with around 12 materials, and the first one Mat ID 1 is the Paint, that was the material that was show as black to begin with for no apparent reason).

    Just a box, and the Sneak Peak would show the box as black too (even though that Paint Material was an Off White).

    So I tried just a new default Physical Material on it’s own on the box and that worked.

    So I tried copying just Mat-ID 1 to this new default Physical Material, and it was black again….

    So I copied the parameters one by one to the New Physical Material from the ‘corrupted’ MatID one, and that worked.

    I then finally copied that New Physical Material back to the Multi-SubObject and it was working again…..

    :wacko:

    :yahoo:

    :good:

    Strange but true!

    Many thanks for your help – you nudged me to figuring it out!

    Avatarjezuk
    Licensee

    Hi Yuri,

    I fixed why I didn’t have a v3d.js file – it was because I didn’t create a ‘default’ App to get me started. So I never could get the default html file etc. Once I did that, I was able to generate those default files and now I have a fixed my issue of the Trial Watermark :)

    However….. how can I quickly get rid of Trial Watermarks off of previously created projects ? I did see that there is some HTML code relating to the Trial Watermarks in the html file – if I delete that code, it doesn’t seem to have any effect, the Trial Watermark remains (I did try other browsers in case it was all being held in the Browser Cache) ?

    Finally, I have one other problem…..

    My product in my new 3.2 created Verge3D webgl starts off with a black material ?

    This has been tested for even when I do a Sneak Peek ? It shows as a Black material as default. I’m wondering if there is something which has changed since 3.2 is installed that would cause this ?

    Before there was no problem, now my product is black rather than being it’s actual colour.

    You can see it here;

    https://3dvisuals.co.uk/work/verge/ex_ap/v06/0010-v06i.html

    And this one was created using a previous version of Verge3D;

    https://3dvisuals.co.uk/work/verge/ezj/0010-v04i.html (notice this one is correct, yet they are both the same 3DS Max Scene).

    Many thanks :)

    • This reply was modified 2 months ago by Avatarjezuk.
    Avatarjezuk
    Licensee

    Hi Yuri,

    I appreciate your help :)

    But I’ve already done that.

    I created an app a while ago – I think back then it had the Trial Watermark, and then I purchased the software.

    So I’ve tried recreating everything from the base 3DS Max file.

    I did the Export GlTF, and have a bunch of files.

    I then went into the App Manager and created the Puzzles, for which I have a couple of XML files.

    I will ’embed’ this lot into the HTML my web developer created for me.

    But is there anything further I need to do ?

    I ask because I don’t see where the v3d.js file is created from ? I will check if this file is something my web developer created especially for me, but maybe before I find that out, you might be able to throw some light on this for me please ?

    Many thanks.

    in reply to: Trial Watermark Still There #30296
    Avatarjezuk
    Licensee

    Please, a polite suggestion. When you figure things out, please state how you fixed it. I have the same problem and others are doing/saying the same (saying ‘problem solved’)….. (v. frustrating).

    in reply to: Animated Verge3D not working as expected ? #22153
    Avatarjezuk
    Licensee

    Please can you do this comparison looking from behind the doors. Looking at these animations from the front doesn’t show what the issues and errors are.

    And also, please note, the SketchFab one is the one that’s correct. It’s the Verge3D one that is wrong (please use the animation that’s in 3DS Max file as a reference to see what I mean).

    Many thanks.

    • This reply was modified 9 months, 1 week ago by Avatarjezuk.
    in reply to: Animated Verge3D not working as expected ? #22139
    Avatarjezuk
    Licensee

    Okay here is the sequence;

    1) door is stationary and the pair of fixers rotate,

    2) then the door lock goes up,

    3) the door rotates shut,

    4) while the door is shut the lock comes down,

    5) a short pause and whilst the door is still shut the lock goes up,

    6) the door opens,

    7) once the door is fully open the fixers rotate once more.

    Notice how everything happens one step at a time.

    Hope you can now see the verge is wrong and not like how I’ve just described.

    Many thanks.

    in reply to: Animated Verge3D not working as expected ? #22066
    Avatarjezuk
    Licensee

    Hi Yuri,

    Sorry for my delay in getting back to you.

    No, that’s not how the animation plays in the 3DS Max file.

    Please take another look and compare both closely. You’ll see the latter half isn’t correct.

    You can see my one which is the same file, exported using SketchFab and that does animate correctly.

    So for me, with my simple understanding, there is an issue with the process in Verge3D because SketchFab’s works as expected, whilst Verge3D’s doesn’t

    Here’s the SketchFab (please ignore the floating decal!);

    https://skfb.ly/6PnKD

    • This reply was modified 9 months, 1 week ago by Avatarjezuk.
    in reply to: Animated Verge3D not working as expected ? #21974
    Avatarjezuk
    Licensee

    Hi Yuri,

    Anything to report back ?

    Many thanks.

    Kindest regards,

    Jez

    in reply to: Animated Verge3D not working as expected ? #21766
    Avatarjezuk
    Licensee

    Hi Yuri,

    I sent that file a few days ago, any update please on when you can come back to me please?

    Many thanks.

    Kindest regards,

    Jez

    in reply to: Animated Verge3D not working as expected ? #21621
    Avatarjezuk
    Licensee

    Hi Yuri,

    Sure, I’ll send you a copy of the max file now.

    Many thanks :)

    in reply to: Animated Verge3D not working as expected ? #21616
    Avatarjezuk
    Licensee

    Forgot to mention that I am using 3DS Max 2020 and Verge3D 2.16.

Viewing 15 posts - 1 through 15 (of 44 total)