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I have a similar setup , my problem is that i want to execute a function when the appended scene is rendered in the screen instead of when it was 100% downloaded but not yet ready rendered
Nice to hear that it’s planned
Are you trying to get textures to fade from one to another by chsnce?
hi GlifTek , im trying to get the percent of the download. what im doing is blur the viewport while the texture downloads , we are using a large collection of fabrics materials so they are outside the main file
Well.. I guess it would be possible. But based on the way replacement textures work they are already loaded in your scene. Thus the replacement should be extremely quick. So the on progress state would almost assuredly be at 100% at time of polling. My guess of course without diving into the source.
hi xeon , I’m loading textures outside the main bin , gltf file they are in the same folder, so the browser only downloads until the texture is called ,do you have an idea of how it be possible?
rights now I only have start downloading and downloaded in the puzzle but not the percent value
we ended using the same file but using single folder collections, then we had a script written that automated the process
is there a way to append the scene from the initialization?
because the user chooses the model to load and I wont know which objects he will be clicking
yea I figured it was kind of a silly question. I just wanted to make sure we weren’t missing anything.
Yea your right. I guess I am just over thinking it.
Got it. For the textures we are using the replace texture puzzle because our app is going to have thousands of materials that consist of a base color map, roughness map, and normal map so we cant have all those textures in a blender file (I don’t think so anyway). All our files are being managed via a database. Is there still a way to protect those files being called on by the puzzle?
Also I added a few images so you can get an idea of the scope of the app.
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Awesome! Thank you!