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I’ll try to check. However it’s not a big problem for now.
I have an iPad Air 2. In an iPhone 7s plus runs just fine. From the forums I suspect that as something to do with the amount of materials loaded and the iPad’s RAM. This afternoon I’ll test a few tweaks with the new change textures puzzles.
PS: Solved! As expected, it was materials load excess!! Replaced “material change” puzzles by “texture change” and it’s now working great in the iPad. Changes are slower because texture images are not loaded in advance but it spares important resources to load the project without major problems. For those that are having problems with tablets, try to spare the most in heavy material load.
No way. Tested everything and cannot add puzzles to library. I’,, research this further.
Awesome Yuri. Seems to work quite good. Will other style features also work, such as opacity?
PS: Got it! Instead of using Hex color we can use “rgba(76, 175, 80, 0.1)” values being the first ones Red, Green and Blue and the last one opacity (from 0 to 1).
Attached image as example for a great semi transparent background without border
Can’t wait for more customizable features in annotations. Annotations are critical to most 3D interactive content.
I’ve used precisely all your suggestions by try and error. I’ve used the “inside a procedure trick” but it’s a very indirect way to get things done. It would be better to just Shift+Click several puzzles and copy or move them around. I’ve also tested the “Save to Library” but something is wrong with my setup because the puzzle is not saved to the library (MacOS HighSierra and Safari as main browser).
Instead of folders, maybe there’s a more simple solution to get puzzles organized by using Tabs. Maybe it’s a better way to organize puzzles by groups. See image for example. Tabs in the top of the main Canvas.
Meanwhile I’m going to test 2.7.1.
Cheers2018-09-13 at 3:58 pm in reply to: Pinch-zoom too fast on touchpads; kind of big problem. #7214
It would be awesome if we could customize this.
Cheers2018-09-12 at 12:16 pm in reply to: Pinch-zoom too fast on touchpads; kind of big problem. #7133
Thank you Yuri
I’m going to try these features in the next few days to see if things improve. As a matter of fact, in my case, dragging a model is a little worst than pinch and zoom. Sometimes que model completely goes off the screen and when it comes back, some white edges remain around the 3d model area. The problem is that the dragging that we only wanted to apply to the model is not distinguished, by the browser, from the regular dragging of any HTML interface. With a few tweaks maybe things will get better.
The mobile devices always pose a few challenges. However, an a computer the experience is outstanding.
PS: Already had the opportunity to test the camera moving speed tweak and things do improve concerning pinch-zoom behavior!
2018-09-12 at 3:30 am in reply to: Pinch-zoom too fast on touchpads; kind of big problem. #7114
- This reply was modified 4 years, 4 months ago by rhenriques.
The problem is that verge 3D features for pinch-zoom intermix with browser’s own features for the same purpose and everything gets messed easily. That’s something that does not happen in the computer. I sure hope that a possible solution can be achieved because these mobile platforms are critical nowadays to display this content.2018-09-11 at 8:21 pm in reply to: Pinch-zoom too fast on touchpads; kind of big problem. #7110
I also think that this needs a few fine tunings. The behaviour in iPhones and iPads is a little bit erratical both with zooming and drag. Sometimes the drag ruins the interface because all gets shifted and the browser interface gets in the front of some interface elements. The full screen button, for instance, it’s impossible to use. This button also gets hidden if a HTML interface is used. Beyond some of these few quirks, Verge 3d is a joy to use and it’s getting better.
I figured out that we need to assign them to something to become available. I’ve created a few spheres and created materials to each one of them to become available in puzzles. Do we need to have these spheres in the scene after? We cannot delete them and have to hide them with a few tricks?
I’ve been struggling with this issue. I have created 3 materials and I want to assign them to the same object with puzzles. However, the material puzzle object only shows 2 materials and one of those 2 is not even a material that I have in the project. How do we comprehensively create, name and make available all created materials to puzzle use?
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A while ago I’ve used the contact form to clarify my request and provide additional info. Did you ever got that information.