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xeon

Forum Replies Created

Viewing 15 posts - 46 through 60 (of 1,093 total)
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  • in reply to: App only downloads Unconfirmed######.crdownload #71161
    xeon
    Customer

    What is the actual file size and what size is the download in its unconfirmed state?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Camera target is off #71128
    xeon
    Customer

    I believe and someone with a deeper knowledge of why V3D does this on the Z-axis can chime in. I have not found a good for solution for this other than not have my camera tweening from in a dominant Z axis. It works fine any other axis.

    You can do other things to avoid using the tween such as camera zoom or you can animate you camera in Blender and just animate the camera for that sequence. You can use puzzles to move it too but tween…not great in Z.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Fit to Camera Edge problem #71117
    xeon
    Customer

    Hi there,

    You might find this video helpful.

    About 7:36 in I go over how you can do this.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: pre loader bug ? #71107
    xeon
    Customer

    Hi there
    It’s probably an issue in your project rather than a bug.

    If you can zip up your project and post to V3D network someone on the forum will be able to look at it and tell you what’s happening.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Camera jumps forward after tween #71106
    xeon
    Customer

    This will explain it and show you how to fix it:
    Xeon’s QuickTip – 3 Hidden Verge3d Camera Secrets.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: hide object on load / startUp #71024
    xeon
    Customer

    The addition of the timer setting a variable means your hide and show states can get delayed or messed up.

    With this new wrinkle you woukd be better off using the when visible approach suggested by KDV.

    This way there is no chance of variables being in the wrong state when another object is pressed.

    Haven’t looked at your file yet … I am on the road but I am sure KDv can get you going in the right direction

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: hide object on load / startUp #70999
    xeon
    Customer

    KDV’s way works too.

    We have all been where you are, I get it and I am glad you have started your V3D journey so welcome.

    I apologize for my abruptness. Its Friday and I was trying to give you a speedy answer before heading out. Luckily this is a very simple solution with multiple right answers and hopefully you are on your way to completing your project.

    So for you addition piece requesting a UI button. Did you want this to be an HTML element or 3D object. For simplicity I am going to guess a 3D element. In this case add a new 3D element to your scene or select an element you want to be your UI element and create a when clicked puzzle for it too. Inside that puzzle, just add a hide puzzle with the varialble hidelist to hide everything. If you are using the visible state variable method then add a set visible state variable puzzle to false.

    If you are new to object oriented programming or programming in general this can be pretty confusing. If you find yourself in a bind you can reach me at xeons3dlab [ at ] gmail [ dot ] com.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: hide object on load / startUp #70986
    xeon
    Customer

    this is one way…but it assumes you want to toggle the WhenClicked event.

    Attachments:
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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: hide object on load / startUp #70985
    xeon
    Customer

    Well… I think before we go round and round adding things after I supply a solution we should define all the requirements.

    Is this latest twist the only addition or are there others after this that need to be considered?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: hide object on load / startUp #70981
    xeon
    Customer

    You can try something like this:

    Just a word of advise….keep things as simple as possible- hanging or loose puzzles will be executed first so having them laying about your puzzle space and not grouped will at some point cause you grief trying to track down an offending puzzle. I also recommend putting those puzzles that you are initiallizing your scene into a puzzle…so you can control the flow of execution otherwise you have to worry about where vertically and horizontally you layout your puzzles as there is an execution order based on horizontal and vertical alignment. Needless to say that adds to the messiness of trying to debug something.

    Since you want everything off and just want things to turn on when an object is clicked you can simply your puzzles down.

    you actually don’t need the lightlist as I have it…its not needed but maybe something your scene required elsewhere.

    • This reply was modified 2 months, 1 week ago by xeon.
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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Getting Instances Created Outside of Verge3D #70972
    xeon
    Customer

    I am sure there is but you could just create some Collections in Blender and store your instances in those collections and then just reference the collection by puzzle or code.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: hide object on load / startUp #70964
    xeon
    Customer

    In reviewing your puzzles….you do not want to set your variables to something prior to entering a if statement ….. in your case the if statement is inside the when clicked puzzle…if you do this the variable will never be changed.

    • This reply was modified 2 months, 1 week ago by xeon.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: hide object on load / startUp #70962
    xeon
    Customer

    There are a few approaches but this one is one of the most straight forward methods:

    Attachments:
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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: hide object on load / startUp #70955
    xeon
    Customer

    just place a hide object puzzle at the start of your puzzles.
    then add a show puzzle to the when clicked puzzle for the object you want to make it appear.

    demo: https://v3d.net/pjh

    The image below shows how I typically start a project:

    The first thing are two comments:
    Version of the 3D software and version of Verge3D that I am using.

    The next thing is my initial procedure.
    I place items in this that only need to be defined, set or initialized the very first time the application loads. In my use cases this differs from a reset function that I may have that resets the scene to the beginning similar to a initialize but doesn’t require reloading of assets.

    Although the contents of the procedure could be placed outside a procedure I like to keep things tidy and not have erroneous puzzles laying about that can be executed out of the intended order so for me … everything must be in a procedure or event trigger as quicky as possible.

    Inside the procedure…the first puzzle is the hide puzzle. In this example it hides the cube.
    The next thing I do is define the camera (optional) and make sure the camera is at the starting location and looking at the specified item (optional). If you ever opened up the AppManager and your app and find you camera not where you expect. These are simple way to make sure that doesn’t happen.

    The next item is an event trigger in this case a When clicked puzzle for the Sphere object.
    It has the show puzzle that unhides the cube when the sphere is pressed.

    Thats it.

    Hope this helps.

    • This reply was modified 2 months, 1 week ago by xeon.
    • This reply was modified 2 months, 1 week ago by xeon.
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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: AR question and pricing? #70953
    xeon
    Customer

    Wow…congratulations.

    If you have never done a Verge3D or AR application I would strongly suggest finding someone with a lot of experience to help you out for pricing, project planning and just avoiding the major pitfalls if not helping you out. I am sure there are many users on this forum that would be able to offer such help.

    Pricing is a tricky thing. It requires knowledge of the customer. If your customer is small business that makes only $100,000K a year their budget is going to much different from a company that as revenues of $1,000,000,000. If you don’t have someone experienced on your team that does pricing, you are going to have to decided what are you wanting to make for the time and effort you are going to put in. You can start this by stating an amount of money you would want to make per year if you did this project for an entire year.
    Lets say that amount is $120,000 (i choose this number for math simplicity). So this means one month of your time is $10,000. You then determine how long it will take you to complete your project (this is the base production time). Lets say it takes 6 weeks. So thats $15,000. And if you are familiar with doing these sort of things there will be numerous rounds of changes that you will have to account for…so lets say you offer 4 rounds of changes at 1 week each, so that adds $10,000 more. Then you have to account for your margin of error…(10 week project – 25% error). 2.5 week additional so additional $7500. This is the base. You then need to consider what are your expenses for the project, software, hardware, vendors, plugins, licensing fees, health care, rent, legal fees etc. You add all that up and then agencies will add 5% to 50% margin on those items. You then you go back to your base amount and decide what margin you want. Agencies will charge anywhere from 5% to 50%.

    Then add these up and you have a price.

    Again this is very loose and only a general concept of typical pricing thoughts.

    Knowing your customer is key.

    Your next issue is getting the STL files into something that is low poly. In my experience I almost alway only use the STL as a reference model and rebuild the models to keep the poly counts low. If these objects will never have moving parts…then you can use more automated poly reduction like decimate. Your texture/shader/material needs will have a large impact on the approach you take. You will need an experienced low poly modeler to take a look at those and give you an estimated period of time to convert them. You also need to compare the time it will take to do the conversion to the overall project length as you may have to use an automated approach to meet your project timeline.

    Depending on where you are located modeling can be farmed out pretty inexpensively but this will be heavily dependent on your region and whether your client will allow you to outsource. What ever you do do not assume you can outsource, especially with larger companies…its usually not allowed.

    Now…you have AR and depending on your clients device and OS needs this could become two builds or if you are lucky its just one. If your client requires iOS and are picky about colors, lighting and textures and you need more interactivity than QuickLook provides you are going to be building a native app for iOS. So make sure you have all the business requirements for iOS if needed. FYI…textures for iOS may need to be recolorized depending on the materials you use. In my experience with my clients I have yet to have a V3D model export to USDZ using the same textures for android and iOS and the client be happy with the difference in colors but your client may be different.

    So with all this said….no way to really help you with pricing. Its an artform in itself but more importantly…you need to be sure you capture all the requirements and needs so you can create a great SOW and then through the creation of that process you should be able to figure out your price.

    Good luck.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

Viewing 15 posts - 46 through 60 (of 1,093 total)