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vern

Forum Replies Created

Viewing 15 posts - 16 through 30 (of 99 total)
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  • in reply to: 3D configurator model to AR #53770
    vern
    Customer

    I’m still looking into this problem. It seems that USDZ files do not support morph targets. I’m looking to see if there’s still a way to send the morphed model to USDZ.

    in reply to: 3D configurator model to AR #53691
    vern
    Customer

    I’m going to test it fully tomorrow but I think I see the problem already.
    It looks like you have the AR button set up twice, especially if you copied from the Augmented_Reality demo.

    In the meantime try this:

    1. Save all of the puzzles you have in your test to the library.

    2. Start a new project using the base template (Standard Light template for example)

    3. Add the saved puzzles to that new project and export your model from Blender to Verge3D.

    4. See if it works as intended now.

    Let me know your results.

    in reply to: 3D configurator model to AR #53625
    vern
    Customer

    I get an error when trying to open or when trying to unzip your AR Test 2 folder that you sent.

    Can you send it again as a .zip instead of a .rar folder?

    Also be sure to check that you can download it from here once you add it because if you can’t than that means no one else can either.

    in reply to: 3D configurator model to AR #53580
    vern
    Customer

    Ok yeah you did set the ‘after seconds’ puzzle correctly.

    If you’re ok with sending your project or a sample of it that replicates the issue I would be more than willing to check it to figure out why it isn’t updating.

    in reply to: 3D configurator model to AR #53261
    vern
    Customer

    Try putting all of the puzzles below the 2 morph puzzles in a ‘after seconds’ puzzle from the Time tab. I’d say try 2 or 3 seconds just to test and make sure it doesn’t have to do with the morph targets not being finished when the USDZ is exported. Let me know if it’s still the same issue.

    in reply to: 3D configurator model to AR #53256
    vern
    Customer

    So is ‘1’ the scale you want when going into USDZ or are you changing that number again somewhere else?

    in reply to: Verge3D 4.0 pre5 available! #53190
    vern
    Customer

    Ok awesome! Also are lights/shadows from the real environment (light estimation) possible on 3D models in AR for Android in Verge3D?

    in reply to: Verge3D 4.0 pre5 available! #53174
    vern
    Customer

    Alexander Kovelenov wrote

    Indeed the issue is that WebXR Browser does not work good with iframe-d applications. Use one-level HTML without iframes to make your app compatible or use USDZ for Safari.

    Does AR for Android (WebXR) work fine on Android devices when using iframes though?

    in reply to: How to get texture image url? #52916
    vern
    Customer

    Thank you!! @kdv77kdv

    I saw nodeTextures before but didn’t have the correct calls to it so thanks a ton! I’ll check it out.

    in reply to: Verge3D 4.0 pre5 available! #52839
    vern
    Customer

    Yuri Kovelenov wrote:

    Can it be that some other puzzle like “check iOS” are still present in your scenario?

    I deleted all of the check iOS feature puzzles so it must be something else. Is there anything else to try other than rewriting my entire scenario maybe?

    Edit:
    Also, I started a new app just using the Standard Light template and the checkAR mode puzzle has the same issue (the ‘if available’ option always returns false on the WebXR browser for iOS.

    I’m not certain if it’s the issue but the main difference between the apps that work and the ones that don’t are the ones that don’t work are using the normal ‘Verge3D app inside an iframe method’ that’s used a lot.
    The ones that work 100% correctly like the Augmented_Reality demo, don’t use an iframe.

    Do you think that could be the issue?

    Also I believe the checkAR puzzle has had this issue for a long time, way before pre5, if that helps.

    in reply to: Verge3D 4.0 pre5 available! #52819
    vern
    Customer

    Another issue I’m seeing is the new checkAR puzzle doesn’t seem to update correctly in apps that I made before and updated fully to pre5.

    The puzzle looks correct with the 3 options but when I use my app in the WebXR browser for iOS, (using it to test my AR functionality for Android) the ‘if available’ trigger always comes out false. That’s the only issue, everything else works as intended.

    Now if I start a brand new app and use the checkAR puzzle it works 100% correctly.

    Should I redo my entire app from scratch in pre5 (my puzzles scenario)?

    in reply to: Verge3D 4.0 pre5 available! #52799
    vern
    Customer

    Super excited for this update!!
    Thank you thank you!!!

    Bug Alert, in pre5:
    When you update an app and include the HTML file to be updated, all of the HTML elements are no longer visible at all once you open the app.
    I noticed this when trying the new Augmented_Reality Demo.

    Edit:
    It looks like the HTML file for the Augmented_Reality Demo doesn’t have the code in it for the HTML elements once it’s updated.

    vern
    Customer

    Awesome!! I really could use that! :) About when do you think pre5 will be released?

    in reply to: 3D configurator model to AR #52587
    vern
    Customer

    The ‘export to USDZ’ puzzle will automatically export only the visible objects in your scene. :)
    So for example if you pick ‘Scene’ to export, it will export all of the visible objects only. @fred7

    in reply to: 3D configurator model to AR #52586
    vern
    Customer

    Yup! That’s exactly how to export multiple models. Remember if you want the exact configuration to be sent you’ll want to put those puzzles in a button click event puzzle that’s hit when the user is done setting the configuration. @pimmartens

Viewing 15 posts - 16 through 30 (of 99 total)