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Viewing 15 posts - 196 through 210 (of 213 total)
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  • in reply to: Verge3D 3.1 pre2 available! #25484
    web
    Customer

    I can no longer export one of my scenes with 3.1 pre2.
    Getting max script error:

    -- Error occurred in anonymous codeblock; filename: C:\Users\XXX\Documents\verge3d\max_plugin\verge3d.ms; position: 16823; line: 445
    -- MAXScript MacroScript Error Exception:
    -- Runtime error: 
    Traceback (most recent call last):
      File "C:\Users\XXX\Documents\verge3d\max_plugin\__init__.py", line 94, in <exportGLTF>
      File "C:\Users\XXX\Documents\verge3d\max_plugin\__init__.py", line 141, in <exportGLTFPath>
      File "C:\Users\XXX\Documents\verge3d\max_plugin\generate.py", line 1493, in <generate>
      File "C:\Users\XXX\Documents\verge3d\max_plugin\generate.py", line 1349, in <generateMaterials>
      File "C:\Users\XXX\Documents\verge3d\max_plugin\generate.py", line 1362, in <generateWorldMaterial>
      File "C:\Users\XXX\Documents\verge3d\max_plugin\extract.py", line 996, in <extractNodeGraph>
      File "C:\Users\XXX\Documents\verge3d\max_plugin\extract.py", line 777, in <processNode>
    AttributeError: 'pymxs.MXSWrapperBase' object has no attribute 'GetClassName'
    
    -- MAXScript callstack:
    --	thread data: threadID:1924
    --	------------------------------------------------------
    --	[stack level: 0]
    --	In exportGLTF(); filename: C:\Users\XXX\Documents\verge3d\max_plugin\verge3d.ms; position: 16824; line: 445
    --	member of: StructDef:V3DManagerStruct
    --		Locals:
    --		Externals:
    --			importPython: Struct member:importPython : V3DManagerStruct.importPython()
    --			owner: (V3DManagerStruct V3D_MENU_CONTEXT:1905594901 autoAssignAttrs:true settingsFile:"$userscripts/Verge3D/settings.ini" debug:false hasInitiated:true smeClock:dotNetObject:System.Windows.Forms.Timer)
    --	------------------------------------------------------
    --	[stack level: 1]
    --	called from codeblock macroScript: Verge3D_exportGLTF; filename: C:\Users\XXX\Documents\verge3d\max_plugin\verge3d.ms; position: 277; line: 11
    --		Locals:
    --		Externals:
    --	------------------------------------------------------
    --	[stack level: 2]
    --	called from top-level
    in reply to: Animate param from not smooth #25228
    web
    Customer

    Sadly not for public. But maybe I can extract parts and build a demo file.

    Can I send a message with a link in private, directly to you?

    in reply to: Debugging #25220
    web
    Customer

    I’m in the middle of trying to optimize performance for animation of geometries etc. And also came across the “non-passive event listener” warning and also “setTimeout handler took <N>ms”.

    Did you already worked on the event listeners optimization?

    in reply to: Verge3D 3.1 pre1 available! #25175
    web
    Customer

    Working with the 3.1 pre1 release now for about a week and didnt got any issues so far :good:

    I just found one bug related to the new shell material support. Verge is exporting the baked material without any problems and as expected. But also exports the maps for the original material, even though the materials isnt used. Maybe you can have a look at it.

    in reply to: Best way to switch between camera options #24998
    web
    Customer

    Got it.

    app. didnt work for me in the prepareExternalInterface function. Got undefined error for “enableZoom” for example. But implementing a function into the “visual_logic.js” via appInstance.controls.enableZoom = false did work for me.

    in reply to: Best way to switch between camera options #24993
    web
    Customer

    Thx, this looks promising.

    Do you have to create the camera object pure in javascript or can you get a scene camera and alter the settings?

    in reply to: Best way to switch between camera options #24960
    web
    Customer

    I already saw that entry, but I couldnt find description in the api to set camera limits.

    in reply to: Assign material (Multi-sub/Object Material 3ds-Max) #24929
    web
    Customer

    Is it now a days possible to assign multi-mat to objects on runtime? I really would need to find a way to assign materials based on material ids.

    in reply to: Verge3D 3.1 pre1 available! #24915
    web
    Customer

    Material shell support for 3dsMax :good:
    Thank you very much for all your effort. Its a welcome change when a company is actually listening to customer input/wishes.
    The only two big wishes would be:
    – Camera control puzzle (changing camera limits on the fly)
    – Better onclick behaviour (Prevent the click event from getting fired when I click and move the camera)

    in reply to: Best way to switch between camera options #24914
    web
    Customer

    Hmm okay, will have a look.

    Can you tell me if it is possible to create a camera directly in javascript with limits/restrictions?

    in reply to: Support for 3dsMax Shell material #24798
    web
    Customer

    I would also need that functionality. Any updates, when this could get implemented?

    in reply to: Transparency of 1 rendering white #24797
    web
    Customer

    I found the issue. When the material doesnt have transparency initially set I get this error. When the transparency is set for example to 0.01. Then the transparency can be set via puzzle properly.

    Is this a bug or a feature? When its a feature how can I fix that behavior?

    in reply to: Transparency of 1 rendering white #24558
    web
    Customer

    Nope, then its just black.

    Did some further testing. When I set transparency directly in the material without a controller the objects is transparent like it should be.

    When I control the transparency via a linear float controller and setting the value via puzzle, its not working anymore. When fully transparent the object gets the backgroundcolor.

    in reply to: Check if picked object is a member of a group #24545
    web
    Customer

    Can you tell me which puzzle it is?

    in reply to: Fadeout for objects #24396
    web
    Customer

    Doesnt work for me. Tried it on directly in the “prepareExternalInterface” with the code how you wrote:

    var object = app.scene.getObjectByName("Testgeo");
            object.material.transparent = true;
            object.material.opacity = 0.5;

    And also tried it the way I would like to have it:
    Custom functions in my “visuallogic.js”

    function fadeGeo(objectName){
        objectName.material.transparent = true;
        objectName.material.opacity = 0.5;
    }

    And execute it in my “normal app js” in “prepareExternalInterface”:
    v3d.puzzles.procedures.fadeGeo("Testgeo");

Viewing 15 posts - 196 through 210 (of 213 total)