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thomasup

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 47 total)
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  • in reply to: first person controls setup #43453
    thomasup
    Customer

    having it work now, the collision logic is a bit clunky:

    usually, when navigating towards a wall with an angle, you would expect to “slide off” to the side. instead the camera comes to a full stop. also, when the movement speed is higher, the camera will stop earlier. then, when the move speed decreases, it will inch closer towards the wall. which has the strange effect that it moves a bitt more after releasing a movement button.

    will have a bit more trialanderror here, but we might have to go with a custom solution here.

    in reply to: first person controls setup #43452
    thomasup
    Customer

    oh, so the collision mesh is expecting more of a navigation-mesh type thing. the camera will not collide with the mesh, but rather move on it.

    in reply to: 3D configurator of a sports equipment ”OnCourt” #43441
    thomasup
    Customer

    wow, really good image quality. the lighting is on point!
    i like it a lot.

    in reply to: Roadmap Verge3d #43440
    thomasup
    Customer

    +1 on the ambient occlusion and color management.

    we currently bake all AO, as the postAO is not good enough in quality.

    but, more importantly, we usually use the filmic + high contrast color profile in blender.
    currently, we have to fall back to standard, which bleeds and clips quite heavily. so that would be a huge improvement.

    in reply to: Verge3D 3.8 pre1 available! #43438
    thomasup
    Customer

    really appreciate the alpha hashed option! will have to give it a try.

    in reply to: Verge3D 3.8 pre2 available! #43437
    thomasup
    Customer

    wow, the runtime usdz export mustve been quite the challenge.
    also, the object node will be useful!
    nice update.

    in reply to: Portfolio Visualizer BASF #41524
    thomasup
    Customer

    we used the bind puzzle code, and modified it for our purposes:

    https://www.soft8soft.com/docs/manual/en/puzzles/HTML.html#bind_element

    the bubbles are generated by vuejs in a v-for loop, and we then have a rendercallback updating all of them, setting their positions.

    it is quite some code, so you will have to look into it

    in reply to: Change center of camera orbit #41523
    thomasup
    Customer

    you can use app.camera.setViewOffset(1,1,.5,0,1,1) to introduce a lens shift via javascript.

    this function is inherited from threejs, see docs here:
    https://threejs.org/docs/#api/en/cameras/PerspectiveCamera.setViewOffset

    we used this to offset our rotation center, which works quite well because it also centers the perspective on the rotation center.

    in reply to: Verge3D 3.7 for Blender is out! #41518
    thomasup
    Customer

    nice one!
    good to see the refelection probes, and clipping.
    also thank you for fixing the shapekey bug!

    in reply to: Portfolio Visualizer BASF #40378
    thomasup
    Customer

    hey visualizer,
    there are no dms here, but you can find my mail on our website, i am thomas:
    https://www.updesignstudio.de/people/

    in reply to: GENERATE IMAGE FROM CONFIGURATOR #40377
    thomasup
    Customer

    in javascript, you can use this to create a screenshot as a blob image, and use it, as download, or set it as an image:

    var img = app.renderer.domElement.toDataURL("image/png");
    document.getElementById(imgId).src = img;
    in reply to: orbit camera collision / limits (feature request?) #40374
    thomasup
    Customer

    second try to add the package, maybe a zip works?

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    in reply to: orbit camera collision / limits (feature request?) #40372
    thomasup
    Customer

    since we use these limits quite a lot, i had a deeper look at it, and updated it to use gizmos.
    they are not perfect (some range visual instead of two circles would be nicer), but they help a lot speeding up the worflow to set up and change limits.

    we packed it as an installable plugin, so others can use it easily: download the .py and install via the blender preferences.

    feel free to integrate this one in a future verge3d release, if wanted.

    • This reply was modified 1 year, 5 months ago by thomasup.
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    thomasup
    Customer

    we tried out some more things, and found the causes:

    – shapekeys do not export when there are modifiers on the object
    – sometimes the Basis-shapekey in blender is non-zero, this can cause issues. we solved this by creating a new shapekey from mix, and replacing the Basis-shapekey

    thomasup
    Customer

    hm, i am currently unable to narrow it down, and create an example. i will come back when i was able to do that.

Viewing 15 posts - 1 through 15 (of 47 total)