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scalare

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 181 total)
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  • in reply to: Cloning and Picking #37321
    scalare
    Customer

    Oops, sorry about that. It seems the zipped file is slightly larger than 4MB. I just uploaded it to our server: http://normalcreatures.com/picked_object/click-drag.zip

    Thank you!
    Andrés

    in reply to: Cloning and Picking #37320
    scalare
    Customer

    OK, here is the reduced project. As you can see, the coding is able to differentiate dragging from clicking, and it also is aware of clicks that are released with a delay. The puzzles used to call the (currently disabled in the puzzles) external “move_to_step” javascript function when the picked object matched one of the objects in the two collections listed (BEDS and MATTRESSES), but now, since picked_object is always null nothing happens. It just logs to the console that a click was identified, and it was different from a camera drag, but then it cannot identify which collection was clicked on.

    I hope this helps. Thanks a lot in advance!

    in reply to: Cloning and Picking #37310
    scalare
    Customer

    Not necessarily a bug, but certainly something that works differently from earlier versions. I have to admit I’m not sure if this changed from 3.5 on, or it was already present in previous versions. I have been working on projects that did not involve verge3D for a long while (most of past year). I decided with the new year that it was about time to update older projects (locally first, of course) to the latest stable version and after updating I noticed that this functionality had ceased to work, and when looking for related issues I found this post.

    I’ll create a reduced project that instead of calling our external javascript functions associated with the configurator steps will just print some messages to console, so you can test that with 3.5 and earlier versions. The whole thing is also related to my old post related to dragging and clicking: https://www.soft8soft.com/topic/clicking-vs-dragging/#post-27750

    Stay tuned, thank you.
    Andrés

    in reply to: Cloning and Picking #37252
    scalare
    Customer

    Hi Yuri,

    I noticed the same thing with 3.5 today (not the actual code in visual_logic.js) but the behavior. We used to have a functioning set of puzzles that used to have the clicked object stored in “picked_object” even if we did not use the “when_clicked” event, and now it does not, making our solution stop from working. We were using this for a configurator and we were monitoring if users clicked on an object to make the e-commerce solution to jump to the step associated with that object. Now that jump is not working after updating/saving the puzzles.

    Please help! Thank you.
    Andrés

    in reply to: On/off lights #36093
    scalare
    Customer

    Excellent, thank you, Yuri!

    in reply to: Screenshots resolution #30791
    scalare
    Customer

    Oh, that’s nice. I’ll try that. Thank you!

    in reply to: Stop anime exeption #29783
    scalare
    Customer

    Wow! Very impressive! I got surprised because one of the trains moved through me (I happened to stop the orbit camera just on the tracks), and I was able to see the wagons from the inside as they moved forward :-)

    scalare
    Customer

    Thank you. Unfortunately, I have confirmed that the visual_logic.js code is running four times, and I haven’t been able to figure out how to avoid that.

    scalare
    Customer

    Hello Yuri,

    circling back around this idea. I was able to create a Javascript file that handles the initialization of the 4 different 3D scenes on a single page. I create 4 different apps. Each one loads the gltf files correctly, and I set things so that they all load the same visual_logic.js file, which includes puzzles that refer to the objects in all 4 gltf files. The interaction works, but it is slightly laggy. I’m concerned that since all of the 3D scenes are using the same visual logic file, the code seems to be running four times. This means that there must be some kind of overhead because of the same file being executed four times. Is there a way to avoid that?

    Thank you!

    in reply to: Error with external folders #28828
    scalare
    Customer

    Hi GlifTek,

    yes, I had done that before, but it did not work until I re-created the apps from scratch and pasted the old files on top of the newly created ones. The backup files for the visual logic now go into a different folder structure, so that may also have something to do with this.

    Thank you.

    in reply to: Error with external folders #28820
    scalare
    Customer

    Another thing I noticed is that when you work with more than one external folder (as mentioned in another post, I have my applications inside WordPress setups, so I need them work on them by editing the App Manager settings every time), you must be sure to close all your App Manager instances AND any blender instances before starting to work, or you may get 404 error messages when switching from an external app on a folder to another external app in a different folder.

    in reply to: Error with external folders #28819
    scalare
    Customer

    OK, I found something interesting. Not sure if it is a bug, or expected behavior for the App Manager. I used to be able to edit the puzzles and save them without problems before updating Verge3D. However, since I updated to 3.2 pre 2 (and now pre 3), I wasn’t able to save my puzzles without getting that weird error message. My apps were in a different folder than the default Verge3D applications, and even in a different drive on the same computer.

    So I decided to start from scratch today. Remove blender and Verge3D, install latest versions for both. And then I removed all my apps from the external folder, and re-created one of them with the App Manager, on the same external folder, and using the exact same name. After that I copied over the files from my original external app. And now I can save the puzzles again.

    So, not sure if the App Manager expects you to create the apps with it for it to work correctly, or there was some a file missing on my previous application, but doing it this way brought the old functionality back.

    :yahoo:

    in reply to: Verge3D 3.2 pre3 available! #28795
    scalare
    Customer

    Never mind. I had edited my answer about the Alpha Blend to make it refer to the Shadow mode instead, but you saw my answer before I edited it. I thought you were getting notified about follow-up replies via emails.

    in reply to: Verge3D 3.2 pre3 available! #28760
    scalare
    Customer

    I edited the answer after posting but it seems you got the email before I re-posted :mail:

    in reply to: Verge3D 3.2 pre3 available! #28757
    scalare
    Customer

    Actually, I’m not sure if the traceable option is supported by Verge3D, but maybe you can play with the Shadow mode for the object material?

Viewing 15 posts - 1 through 15 (of 181 total)