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ocularvr

Forum Replies Created

Viewing 15 posts - 16 through 30 (of 31 total)
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  • in reply to: object to look at camera #38886
    ocularvr
    Customer

    Please re share this link, its outdated but the information you mention is like gold!

    https://codepen.io/interaktiv-ca/pen/XayZPx

    Thx

    ocularvr
    Customer

    Solved!!!!

    So I just made the div self close, good to go:

    <button id="xcloseybutton5" 
    onclick="document.getElementById('annotation5').style.display = 'none';" ">&times;</button>

    And removed all of the unnecessary onclic puzzles.

    Now I do this for the rest.

    Thank you Yuri for the fast feedback.

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    ocularvr
    Customer

    The execution of display=block or display=none is working, the problem is that the “X” inside the annotation does not work after you reach the 5th one. 1-4 are all good. I make another button and press it, the annotation X shows/hides ok. Its just getting the X to work thats driving me nuts. I really appreciate the help.

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    ocularvr
    Customer

    All annotation ids are unique, they are:

    id=”xcloseybutton1″
    id=”xcloseybutton2″
    id=”xcloseybutton3″
    id=”xcloseybutton4″
    id=”xcloseybutton5″
    id=”xcloseybutton6″
    id=”xcloseybutton7″
    id=”xcloseybutton8″
    id=”xcloseybutton9″
    id=”xcloseybutton10″

    I triple checked :)

    In the worst case scenarios I could just think of some other way of serving the annotations although I really like the close on X idea

    in reply to: Maximum Puzzle Size #38653
    ocularvr
    Customer

    I see what you mean Yuri. What I am thinking of is that there are things that should or shouldn’t be done in order to maximize the speed/efficiency of 3d experience. For example I noticed that if I show/hide a spot light from the Object Puzzle the result saturates the computer for a few seconds (Freeze in browser). Then if you try the same thing but using Camera/Light Puzzle it goes like a bolt of lightning (Fast). So in my head I can see a clear pattern where efficiency in creating a big Puzzle is a necessity.

    I guess realistically time and resources are the main factor because it would take a long time to go through all of the scenarios like I described here. Perhaps one way of doing it to make use of peoples enthusiasm (like me!) is to ask the users to share their findings when creating content on a new section in the forum called “Tricks and Suggestions”. What are the tricks they have come up with? What are their suggestions – I have seen some really bad ass users here like the guy with the Doc image from back to the future :)

    So to summarize, wonderful product, amazing staff and a cool CEO – you guys are bad ass :)

    in reply to: Possible bug or am I out of my depth? #38618
    ocularvr
    Customer

    My pleasure and when I finish, I promise to make a Quest Controller diagram for others and publish it here. Thank you for such an amazing tool.

    in reply to: Deleting Posts #38617
    ocularvr
    Customer

    Thank you for the quick response on that point. So long as you guys are good with it im ok, I just wanted to help and be organized :)

    in reply to: Possible bug or am I out of my depth? #38556
    ocularvr
    Customer

    Update: I removed the index variable in order to differentiate

    Oculus Left Controller Index = 0
    Oculus Right Controller Index = 1

    If I have a variable for index, I will limit myself to one controller and that would be a shame because Oculus Quest has two :)

    All working. Anyone who is into VR like me, this is over 40 hours of work :)

    You can walk forward with the right controller axis and rotate the camera with the left axis.

    Dependency here is that your camera in Blender is straight else you will shift in strange angles. My Blender is also attached for anyone interested.

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    ocularvr
    Customer

    OK have it working with one controller, going to get some batteries now and try to modify it so that the left thumbstick is rotation while right thumbstick is position.

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    ocularvr
    Customer

    Thank you so much for your help. I got it working on Sunday night – I set the camera straight in Blender and made the following puzzle. Now I am going to make a function that rotates the camera by 20 degrees every time we press a button. For that, I have to figure out how to get an event for A or B button on the right hand Quest controller. Any ideas would help me very much.

    Verge 3D is the best and you guys are awesome!!!

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    in reply to: Oculus Quest Navigation #38431
    ocularvr
    Customer

    Just to answer myself here, and anyone else who wants to get the Oculus Quest thumb sticks as a movement input. The attached puzzle did it for me, the one thing I have not figured out is how to separate the controllers, like no “traverse controllers” in order to have more options. Any ideas would be really welcomed.

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    in reply to: Conditional Loop and a crazy Variable #38360
    ocularvr
    Customer

    I have it working, but in a different way. Please let me know if this is correct or if this is a bad way of doing it. Thanks

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    in reply to: Backface Culling on Blender 2.91 and Verge 3D #38257
    ocularvr
    Customer

    Brilliant. Got it working. Thank you for the help.

    in reply to: VR Mode: Default Camera #38200
    ocularvr
    Customer

    To myself again :)
    So the way to set it up for me was:

    Puzzles:

    1. Enter VR Mode
    2. Parent Camera to Object (Object here is an invisible cube located where I want the camera)
    3. Snap Camera to Object
    4. I rotated the Cube by trial and error in Blender to get it to look at the Object of interest, Tried LOOK AT but didn’t work in my Puzzle.

    This worked for me, and I am on Firefox 85.0.1 so no need to fiddle with the WordPress plugin for this to work.

    Now what would be really good is to understand how to make VR controls, Oculus Quest is the platform. Any help or documentation would be greatly appreciated. What would be ideal is to understand how to make the controller joy sticks to bind to WSAD in one hand and rotation in the other hand.

    Another point, the lighting in VR Mode and Post Processing are completely different. If there are any pointers on how to make VR Mode lighting similar to the standard setup? By standard I men what we see when viewing on the desktop.

    in reply to: Controlling the animations #38035
    ocularvr
    Customer

    I just wanted to answer myself here just in case anyone gets this idea :) Its all documented dusted and done here:
    https://www.soft8soft.com/docs/manual/en/introduction/HTML-based-user-interfaces.html
    Again, thank you Verge 3D team for such a robust tool

Viewing 15 posts - 16 through 30 (of 31 total)