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johngrigni

Forum Replies Created

Viewing 15 posts - 106 through 120 (of 155 total)
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  • in reply to: Using Tumult Hype to make parent doc #8680
    johngrigni
    Customer

    Again, thank you. You’ve been very helpful.

    in reply to: Using Tumult Hype to make parent doc #8675
    johngrigni
    Customer

    So moving it out of the div made it work – the 3D works and you can interact with it as long as you don’t click in the part that is still a Hype div (the 600×400 part in the upper left corner). It’s at the same link as above.

    So I could make a gui that is fixed along one edge and that might work. But the ultimate goal is a full screen overlay gui like in the Teapot Heater example, using all the animation and features of Hype. But currently it wouldn’t pass mouse actions through so I’m trying to see if Tumult Hype can answer this.

    I always seem to be working very hard to find an easy solution, probably harder than simply hand coding would be. Ah well, perhaps others can benefit. from my frustrations.

    in reply to: Using Tumult Hype to make parent doc #8671
    johngrigni
    Customer

    Okay, I managed to get it to work a little bit by making the iframe not inside the Hype program, but adding it to the generated html file manually. Now the button does work, but the mouse actions don’t work directly on the 3D file. Any ideas? Here is what I have so far:
    http://www.argosdesigns.com/HypeTest/HypeParent.html
    I suppose I could recreate the navigation elements, but that seems
    I think I need to take this up with Tumult, because the clicks aren’t passing through. I’ll see what I can do from that end. Thank you for your time.

    in reply to: Using Tumult Hype to make parent doc #8655
    johngrigni
    Customer

    Well, now I’m getting a 404 file not found inside the iframe. It is very vexing. I’m attaching the zip file

    in reply to: Explorer not loading #6975
    johngrigni
    Customer

    I took your advice and turned off shadows, and it worked.

    I tried to bake shadows, but the UV maps for the wall panels are repeating and the shadows aren’t. Is there a way to have more than one UV map on a mesh? It always fails for me. I was thinking of making a translucent black object in front of the walls with an alpha channel based on the shadows, but doesn’t seem to work either.

    in reply to: Explorer not loading #6842
    johngrigni
    Customer

    I’m seeing a similar problem in Edge. I did implement your fix for Internet Explorer, unless they made more changes to some remote library to undo that.

    in reply to: Explorer not loading #6840
    johngrigni
    Customer

    I was just told by my client that the app isn’t loading in explorer. Here is the url, and I’m attaching a screenshot they sent me.

    http://www.atilaminates.com/visualizer/index.html

    EDIT – looking at the screenshot, it is loading, but most of the model is not. You should be looking at a room with a counter. The little white ovals are actually lights in the ceiling – I have no idea why they show up and not the ceiling itself or the walls.

    in reply to: Puzzles multi pages or tabs #5712
    johngrigni
    Customer

    I’d like to second this as a feature – some way to organize puzzles when they get really big and numerous would be great!

    in reply to: resume animation backwards #5709
    johngrigni
    Customer

    Thank you! The movement is a little jerky, but it should work.

    in reply to: resume animation backwards #5679
    johngrigni
    Customer

    I’ve downloaded 2.5, which is a very nice set of additions, thank you!

    But, I still can’t get a local coordinate going with, for instance, a camera. If I rotate an empty with the camera parented to it, I can make it rotate left and right fine, but up and down is obviously using global coordinates, not local. Unless I start out pointing exactly along the Y axis, rotating along the X axis makes it corkscrew. I tried setting the coordinates in Blender to local but that has no effect.

    Am I missing something? I’m usually missing something obvious. I’ve thought of a very clumsy ways around it, by rotating everything but the camera. Or setting a bunch of nesting empties with rotation animations and playing the animations. But I was hoping for something more elegant.

    in reply to: resume animation backwards #5131
    johngrigni
    Customer

    Thank you, and I am very much looking forward to the new improvements you mention!

    in reply to: resume animation backwards #5128
    johngrigni
    Customer

    No, it started as a way to move the camera with icons, and became generalized. I might try to modify the WASD controller from the examples (minus the jump-space), but that involves coding, which by this point I’m sure you know I’m terrible with coding. I’m not even sure how I could use code from the examples in a new project.

    But in any case, I could have it licked if I knew how to translate the global set position values to local for the object.

    I’m thinking of making everything else pivot and move, and leaving the object and the parented camera stationary. But I have some objects with reflections from the world texture, and I’m not sure what that will do to it.

    in reply to: resume animation backwards #5126
    johngrigni
    Customer

    I just noticed that the rotation does seem to keep local coordinates, but position doesn’t.

    in reply to: resume animation backwards #5125
    johngrigni
    Customer

    Thanks!
    Next big question: Is there a way to use an objects local coordinates instead of global for such a transform? So if a car turns to the right, and I want it to go forward, not to the side, how do I do that?

    in reply to: resume animation backwards #5118
    johngrigni
    Customer

    Here is an image. It not only locks up that tab of my browser, but also the App Manager tab as well. This is in Safari on a Mac.

Viewing 15 posts - 106 through 120 (of 155 total)