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elk

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 168 total)
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  • in reply to: “Manual” installation on windows #41240
    elk
    Customer

    :good:

    in reply to: Verge3D 2.17 pre1 available! #21283
    elk
    Customer

    Great stuff, but will windows version only be an installer from now on? I have multiple versions of blender around at any given time for different purposes, and I realy don’t want an installer to mess with my setups. I did not try the installer so you might have thought about that and have options for this, but I realy would prefer a straight zip file as before anyway.

    Come to think of it I guess the mac/linux zip is just the same, so I can always just use that :) or is there a differance ?

    in reply to: Verge3D 2.16 pre1 available! #20380
    elk
    Customer

    Don’t know much about WooCommers, but I would love to see more integrations like this. Any plans for e-lerning integrations like SCORM and/or TinCan ? Easy packaging for these standards would be real nice, but more importantly having reporting to the LMS from puzzles would be a great feature.

    in reply to: We just released Verge3D 2.15 for Blender! #19665
    elk
    Customer

    Looks great. Love seeing more focus on making scripting more accessible and better integrated with puzzles. Maybe a short tutorial on the intended workflow for extending Verg3D with scripting and puzzles would be an idea. Also love seeing vanilla gltf as an option. Can’t way to check out this update. Keep up the good work :good:

    in reply to: Verge3D 2.14 pre3 available! #17997
    elk
    Customer

    Hi scalare. Was hoping for some local device debugging tools, but this looks interesting, will check it out :) Thanks for the info.

    in reply to: Verge3D 2.14 pre3 available! #17940
    elk
    Customer

    Hi Scalare.

    Kind of of topic, but what tooling are you using to get the error mesages/consolelog/debugging, from iPhone and Androide ?

    elk
    Customer

    I second this suggestion, I do the same “round trip” when i need to pass a value back, so a puzzle like this would be very useful, everything that makes the puzzles less “verbose” is very welcome in my opinion.

    elk
    Customer

    hehe. Glad you found a solution :good: I think lens distortion would be a great feature, but I don’t need it atm, so no request from me either ;)

    elk
    Customer

    The blender viewport is rendering in much the same way in terms of perspective, I think you even need to go to some panoramic settings to get any sort of fisheye distortion out of your renders, unless you do it with compsetting or something. But I guess with the viewport usualy taking less space on screen and having another “look” it might not feel as “flat” in some cases, so i guess a bit of playing around with the focal length might get you more of the look/feel you want in Verge too. And as you mentioned with wide angle lenses, they will deviate more from what you are used to with regular cameras then narrow lenses.

    There is the “Bug Reports and Feature Requests” section of the forum, but I am sure they will read this to, if not just make a post there, and maybe someone else will read and comment if they need it too.

    elk
    Customer

    You should be able to set the focal length in the Blender camera settings, but you will not get the fisheye effect, only the “zoom” effect. The way realtime 3D is rendered don’t really have the “faults” of a real camera or lens, so this is usualy done in post processing. So maybe this is a good candidate for a feature request…

    in reply to: Disable rendering #15697
    elk
    Customer

    The buffer stuff was not really a serious suggestion, but yeah, If you have names and stuff hardcoded in puzzles, depending on how you set it up, that might become a problem. Always a good idea to make procedures or functions when you do more than 2-3 of anything, that way you only need to update the procedures/functions to add functionality. And that is where puzzles falls a bit short, for my taste anyway, when it comes to bigger projects.

    But good luck whatever you deside. Hope you figure out a solution that works for you.

    in reply to: Disable rendering #15695
    elk
    Customer

    I see. Well in esence this is exactly what the disable/enable rendering should do. All it does, and the Verge team might correct me on the fine details here, is to not update the buffer or whatever aslong as the rendering is disabled, basicaly holding the last frame as a screenshot. As long as you don’t clear the buffer or write anything new to it it should stay unchanged until you re-enable rendering. But that is neither here nor there if disabled renderer will prevent the scene form being updated like Yuri said. Then you would probably have to manualy stor the buffer and force it as the last update before finalising the renderloop, or even map it to a shaderless mesh right in front of your camera or something.

    A quicker and maybe not so elegant way would be to have your changes made to an object of screen, if you can hide it under the floor or somewhere out of sight whiles you make the changes, even scaling it down to make it fit inside something else, and then swap it with the old object in one go, when all is set up ? basicaly just set position of new object to the old objects position, and the old object position to the of screen location where the new one was set up. Doing this in two cosecutive lines of code should make the change in location between the same two consecutive render loops/frames.

    Might that be a posible solution? Not very elegant, but then again 3D stuff is mostyly about cheating your way around limitations anyway ;)

    in reply to: Disable rendering #15688
    elk
    Customer

    Hmm, ok. As you are going against conventions here, it is kinda hard to figure out what might be wrong. If you are somehow using events or something to call code in run my first thought is that it somehow gets queud so it will only update on consecutive frames, is it just like a one frame “flash” for each thing you update? Maybe try to using fewer calls and do all updates in the same block of code. Even if that is not an option in the final product just try with some conciser code that will update a product 10 seconds after app has loaded for instance, just to try and isolate the issue. If you can reproduce how you have set this up in a smaller example, and post it on the network with some screenshots and stuff it might be easier to see what is going on.

    in reply to: Verge3D 2.13 pre1 available! #15680
    elk
    Customer

    Just took a closer look at it and indeed that seems like a place i should be able to learn a thing or two from, so thanks for the tip. :good:

    in reply to: Disable rendering #15679
    elk
    Customer

    Ahh, I think i got the camera rotation to update while in “render disabled” mode, so I wrongly assumed that other stuff would update to. Thanks for clarifying that Yuri.

Viewing 15 posts - 1 through 15 (of 168 total)